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THE WORLDS BIGGEST GAMECUBE MAGAZINE! 





ISSUE #71 

SEPTEMBER 2002 /tt.50 

100% UNOFFICIAL 




INDEPENDENT NINTENDO GAMING 



RESI ZERO 

EXCLUSIVE! THE OPENING 
LEVELS SMASHED WIDE DPEN 



ETERNAL DARKNESS 

MASSIVE EIGHT-PAGE TERRDR- 
TEST - IT'S THE SCARIEST GAME EVER MADE! 



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EXCLUSIVE PLAY! FIND DUT WHY 
IT'S THE NEW BDLDENEYE - 
PICS, INFD AND MORE 
ALL DN PAGE B 







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SEPTEMBER 2002 £3.50 
09 



Media with passion 



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12-PAGE RE 



A 



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BELIEVE IT! This is the one issue you 
simply CANNOT afford to miss! 



ELPS SORT OUT 



SLEEPY HEADS AND 



BLACK HEADS 



Now you can wake yourself up with a morning wash that 
helps prevent spots like the rest of the OXY range. New OXY 
in the Shower has the same OXY cleansing action that opens 
up pores to the air and exposes spot-causing bacteria to 
their worst enemy, oxygen. And with spot-causing bacteria 
out of the way, there's nothing to ruin your pulling power. 
Now you've got a real reason to sing in the shower. 





Available only from superdrug. For more inf 




INDEPENDENT NINTENDD GAMING 

30 Monmouth Street, Bath. BA1 2BW 

Tel: 01225 442244 

Email: ngc@hjturenet.co.uk 

EDITORIAL 

Editor Mr Wonderful 

News Editor Carrington Rhys-)ones 

Reviews Editor Hannibal Lecter 

Production Editor Mick O'Geary 

Art Editor Judfrey Von Winkelhoffen 

Deputy Art Editor Shedwards 

CONTRIBUTORS 

Bickety Faggot-Face. Sarah Kennett, Kieran 
MacDonald, Simon Middleweek. Phillip 
Mlynar, Philip Sowels, Laura Sheppard 

PRODUCTION 

Senior Prod Co-ordinator Kirsty Bell 
Production Manager Rose Griffiths 

CIRCULATION 

Product manager James Greenwood 

Circulation manager Regina Erak 

ADVERTISING 
Senior Sales Executive Phil Jones 
Classified Sales Executive Tom Fairer 
Deputy Advertising Director Jayne Caple 

PUBLISHING 
Senior Editor Sean Atkins 
Group Art Editor Ian Miller 
Publisher AA 

Promotions Manager Tamara Longden 
Overseas Licensing Simon Wear 
Director of Toilet Breaks Tim Weaver 
Publishing Director David Maher-Roberts 

SUBSCRIPTIONS B 
DISTRIBUTION 

Write to: Future Publishing Ltd. FREEPOST 
BS4900, Somerton, Somerset TA11 7BR. 
Tel: 01458 271184 

Distributed through the UK newstrade by: 

Seymour Distribution, 86 Newman Street, London W1P 3LD. 

Tel: 020 7907 6000 

Overseas distribution by: 

future Publishing Ltd. Tel: 01225 4422-34 

Printed in the UK by Cradley Print Ltd 
© Future Publishing Ltd 2002 



ABC 



Metis vvrtfi passion 



SENIOR M AN AGEMENT 
Non-executive Chairman Roger Parry 
Chief Executive Greg Ingham 
COO & Managing Director Colin Morrison 

Future Publishing b part of the Future Network pic 

The Future Network produces carefully targeted specialist 
magazines and websites for groups of people who share a 
passion. We aim to satisfy their passion by creating titles that 
offer superb value for money, tnjsrwoiThy information, 
multiple ways to save time and money, and are a pleasure to 
read or visit. Today we publish more than 80 magazines and 
over 30 magazine websites and networks from offices in five 
countries. The company also licenses 32 of Its brJes, resulting 
in over 60 local editions in 23 other countries. 

The Future Network pic is a public company quoted on the 
London Stock Exchange (symbol: FNET). 

Future Games: The Rrst Choice For Gamers 

This magazine is brought to you fay Future Publishing Ltd., 
the makers of Edge. PC Gamer, GamesMaster. PlayStation 
Max PSM2. PlayStation2 Offioal Magazine-UK, The Official UK 
PlayStation Magazine. Official UK Xbox Magazine. XGamer. 



(a 



imesiadar 



NGC is a trademark of Nintendo Co Ltd and is used under 
licence. This magazine is not authorised, approved, endorsed 
or sponsored by any Nintendo company and the views 
expressed in this magazine are those of the publisher. 
Future Publishing Limited- Nintendo, Pokemon. Game Boy. 
Game Boy Color. Game Boy Advance. Nintendo 64. N64. GCN. 
Nintendo Gsmecube. Gamecube and the associated logos 
are trademarks of Nintendo Co Ltd. 





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THE DNLY 
REVIEW 

The summer's been slow. There's no two ways about 
it. As Geraint explains in this month's news, the games 
originally promised for July and August have either 
been pushed back to a more favourable September 
release, or just disappeared altogether. Here in the UK, 
the words 'summer' and 'release' tend not to sit very 
well together - hence the lack of quality Cube games. 

MARID... AND MORE 

In Japan and the States, however, there seems to be no 
such worries. This month, we've not only got the first 
ever review of one of the world's most anticipated 
games - Mario Sunshine - but we've also got the first 
review of the US version of Eternal Darkness, a game 
that's been in development even longer than Mazza's 
illustrious Mario 64 sequel. Both are outstanding in 
their own right - and, in Eternal Darkness case, proof 
positive that Nintendo's second-party policy is paying 
real dividends. But the real star this month is 
undoubtedly the man with the M on his cap. We've set 
aside 12 pages to deliver all the info and screenshots 
you need - plus we've left plenty for our PAL review in 
the next few months. And don't worry: we haven't 
spoiled the game For you. Like every great Super Mario 
adventure, there's simply stacks to wade through. 

THE BIGGEST NAMES 

Probably the biggest surprise of the month was 
Timesplitters 2. We visited some of the ex-GoldenEye 
developers at Free Radical this month to find out how 
things were coming along, and what we saw was 
nothing short of awesome. We were sceptical, notably 
because of its PS2 origins, but 'Splitters is an absolute 
sensation - a solid, enjoyable one-player mixed with 
an unforgettably good multiplayer. And 
to round things off nicely, we also 
got an exclusive peak at 
Resident Evil Zero. Will you be 
impressed? Very definitely, 



yes - and you'll probably 
be pretty scared too. 
Get them both inside. 

Tim Weaver Editor 
ngc@futurenet.co.uk 



on 

PACE! 

fcrHveofthebestpiec^f 
action from this months 

Mazza-tostK 

NBC 



All images © Nintendo 




WHAT'S 
THE MAG? 

PR EVIEWS 

■ Timesplitters 2 

■ Super Monkey Ball 2 

■ Resident EV8 Zero 

■ Twin Caliber 

■ Soul Calibur II 

■ Disney Sports Soccer 

■ Smuggler's Run: Warzones 

■ Rally Championship 

■ Previews round-up 



Page 

1Mb 

12 

20 
21 
22 
24 
25 
26 



NEWS 


Page 


■ Nintendo go west 


30 


■ Sonic Boom 


32 


■ Pokemon return 


32 


■ The Big Q 


33 


■ Cube gets to drive 


35 


■ MPS add-on 


35 


■ Virtual Reality 


35 



REVIEWS 

■ F1 2002 

■ Zoocube 

■ Red Card Soccer 

■ Co Co Beckham 

■ Top Gun Firestorm 

■ HOT 

■ Maniac Racers 

■ Impc Mario Sunshine 

■ Import Eternal Darkness 

EXTENDED PLAY 

■ How To... Super Monkey Ball 

■ How To... Super Smash Bros 

■ Tips Extra 

■ I'm The Best 

■ NBC Subscriptions 

■ Mailbox 

■ Feature Super Mario's World 
HUglyCompo 

■ NBC Compendium 

■ Gaming Planet 

■ EndBC 




SEPTEMBER 2DD2 NGC 3 




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ENJiKi 

No-one in the 
+J whole office speaks 
^^^ the language of 
love better than Ceraint - 
with his silky Welsh lilt, 
immaculately pressed 
velvet shirts, and collection 
of Julio Iglesias CDs, many a 1 
lady has melted under his 
'spell'. But even 'Garrington 
Rice-lones' (as he prefers to 
be known at weekends) 
wouldn 't choose anyone 
other than Enjiki to help him 
read NEC - which is why 
she pops up at important 
points to guide you 
through the mag .. . 



4NGC ISSUE 71 







* MARID \Sj A 
^SUNSHINr 




11 



Fresh off the plane from Japan 
and directly into your brains. 



TIME 
SPLITTERS 2 

Splitting game-ache! We've 
played it, we love it, and you 
will too. Check out our exclusive 
preview over the page. . . 




I 



PAGE 



rr 



HE'S BACK! 

The prodigal plumber returns 
after a six-year absence. Check 
out our massive 12-page 
blowout - we tell you why 
Mario's back and better 
than ever before. 



i 




I ; 




ETERNAL 
I' DARKNESS 







S4r 



:<s - 



ETERNAL 



Insanity, shotguns, and a lesson in 
history courtesy oF Silicon Knights. 



EVIL ZERO 

Find out the frightening 
truth as to why this is the 
scariest instalment... ever. 



4 



A 



UGLY 
COMPETITION 

You heard. Find humanity's most 
hideous For a year's supply of games. 




SEPTEMBER 2DD2 NSC 5 




MDNKEXarr— 



TRACK INFO. 



A Inventive weapons, gorgeous effects, beautiful levels and ultra-fast blasting action. This is looking reeeeal nice - and not only in multiplayer either. 

TIMESPLITTERS 2 




v 



DISNEY 



WITH A 

pzDTWlN CALIBER 



Ex- Golden Eye coders Free 

Radical hit Cube with what 

has to be one of the finest 

multiplayer shooters ever. . . 





I f there's one thing we 
can't wait for, it's a 
decent first-person 

| shooter. More to the 
point, what we really 
cant wait for is a decent multiplayer 
FPS. After the storming success of the 
awesome GoldenEye, and the refined, 
option-heavy brilliance of Perfect 
Dark, we've been gagging for 
another game to take their place as 
our four-player shooter of choice. Of 
course, trying to top those two 
games is a mammoth undertaking, 
and emulating their success would be 
even harder. If you were going to 
even attempt it, surely you'd need a 
team of developers who really knew 
what they were doing - and one that 
consisted of GoldenEye veterans 



would be even better. A team like, 
say. Free Radical Design. 

Well, as luck would have it, many 
of the team responsible for bringing 
one of the N64's finest gaming 
moments to life, are also looking for a 
repeat performance when their latest 
venture, Timesplitters 2, is released 
this autumn. Ordinarily, we'd be hard- 
pushed to believe this was possible, 
but after we spent a day sniping, 
circle-strafing and spraying bullets 
alongside the design team, it's clear 
they're very close to creating just that 
- a slick, super-fast shooter that 
threatens to suck hours of your life 
away before you've even noticed. 

TIME TD DIE... 

So what's it all about then? Well, plot- 



SNGC ISSUE 71 



U =l T i I =4'i' 

It's killing time with Free Radical's new shooter. 








A The opening level owes a great deal to GoldenEye. Stealthy sniping, security cameras, taking communication dishes out, and sneaking around claustrophobic tunnels under the dam. Smart. 

^lri!ll?lrH 

How's this for a smart touch? Not only is the flamethrower effect in 
Timesplitters 2 to die for, but it also has a secondary effect on 
gameplay. When you torch someone they burst into flames, and their 
health slowly dwindles away - and if your burning target happens to 
come into contact with anyone else (including yourself), they'll burst 
into flames themselves. If you're unlucky enough to be on the receiving 
end of a char-grilling, then you have two options. You can look for the 
nearest water source - like a dripping shower, fire extinguisher or 
shallow pool to put the flames out, or, if you're feeling sadistic, you can 
eg it around like raging human inferno 'tagging' everyone around you 
and taking them down with you. Brilliant. 




A While we're not exactly big advocates of killing faceless drones, aliens and metal robots, 
there's no denying that Timesplitters' weapons make mass destruction delightful. 




wise, there's nothing to write home 
about. The year is 2401, and the 
human race is facing an enemy hell- 
bent on its destruction. Known as the 
Timesplitters, their space station (on 
the outskirts of time and space, 



A SPECIAL MENTION HAS TD GO 
TO THE CONTROLS - HONESTLY, 
THEY'RE JUST ABOUT PERFECt 



now, 
game is 
the inclusion oF the monkey skin. 
But it's not just an irritating Odd 
Job replacement. In one 
Multiplayer game, for example, 
the losing player gets to have his 
own gaggle of tommy-gun-toting 
chimps to help them get back into 
contention - adding an interesting 
tactical element to the mix. 



naturally) has been infiltrated by a 
squad of marines. After eliminating all 
but two of them, the 'Splitters flee 
through a time portal carrying nine 
crystal shards that allow them to 
jump to any point in history and 
meddle with time. Meanwhile, the 




A Proximity and timed mines prove 
useful for setting explosive traps. 



two remaining marines have no 
choice but to jump into the portal 
after them and retrieve the crystals 
before humankind is wiped out. 
Naturally, you take control of one of 
the marines, but as you jump into 



each era, you actually jump into the 
body of someone who's already 
battling the Timesplitters, Quantum 
Leap-style, so your appearance 
changes with each new level. 

Okay, so the story isn't going to 
win any awards - but it does have its 



uses insofar as it allows each 
individual level to be wildly 
different from the one 
before, meaning you 
won't find yourself 
constantly wandering 
around bland 
warehouses, factories and 
military installations like other 
shooters we could mention. 

But the most important (and 
impressive) aspect about Timesplitters 
2 is the way it plays. A special 
mention has to go to the controls. In a 
nutshell, it's a dream to play. It's not 
over-sensitive, its not too sluggish or 
unwieldy - it is (dare we 
say it) pretty much perfect. 
It all just Feels right, and so 
from the moment you pick 



TIME FACT! Albert Einstein's Theory of Special Relativity dictates that time slows down as you approach 
I the speed of light - this has apparently been proved using a stopwatch and a plane. Chinny reckon... 



SEPTEMBER 2DD2 NSC 7 




"In a nutshell, Timesplitters 2 is a dream to play" 





DBLASKDAM, 
SIBERIA 199D 

Like a cross between 
CoidenEye's Dam and 
Sevemaya levels, you have to 
sneak into the base using your 
sniper rifle. But that's where 
comparisons end, as the level 
takes a decidedly nasty turn 
towards bio-freakery and the 
undead. Interesting. 




CHICAGO, 
1932 

Stylish and moody. Armed with 
a tommy gun. you get to Fill 
smartly dressed gangsters Full 
oF lead. One objective has you 
destroying barrels oF booze. 
Shoot the keg at the top and not 
much Fluid leaks out, but 
shooting the bottom has liquor 
Flowing Freely. Lovely. 



SPACE STATION 
7777 

Here's where it all comes to a 
head. After nabbing all the 
crystals, it's time to get some 
payback in the Splitters' den. 
UnFortunately, details on 
this level are scarce - 
and by scarce we mean . . 
well, let's say we just 
weren 't allowed to see it. 



RETURN TO 
PLANET 228D 

The dusty wastes oFon 
unknown planet is the setting 
for this one. Expect the diFFiculty 
level to be ramped up 
substantially as you gun your 
way to that last crystal shard. 




WILD WEST, 
189D 

We're glad they've included this 
level. We've never really had the 
opportunity to brandish shootin' 
irons in seedy dust-Filled 
saloons, but now we can. Here's 
hoping we also get to Fill in 
some bandy-legged gunslinger 
while he's takin' one in 'the can'. 
Yeee-Haaaw! 





NDTRE DAME, 
1897 

Again, this level oozes 
atmosphere. Taking place in the 
famous Parisian cathedral you 
have to leg it through the 
catacombs and into the 
cathedral itself, freeing the 
hunchback's buxom ladies from 
their bonds before encountering 
a screen-filling boss. Madness. 



j^-.\ s 



ROBOT 
FACTORY, 2318 

Grimy mechanised level with 
enemies that resemble a 
terrifying cross between the 
TWO Terminator and Short 
Circuit's Johnny 5. Expect plenty 
of lasers, constantly active 
scenery, and enough neon- 
spewing weaponry to blind 
anyone within a 50-mile radius. 



ATOM SMASHER, 
1999 

More mechanised madness. This 
gantry-Filled metallic sprawl is 
extremely claustrophobic, with 
tight corridors and gloomy 
lighting to accompany the white- 
hot sparks Flying From your 
ricocheting bullets. 



I NSC ISSUE 71 



AZTEC RUINS, 
1920 

In a drastic change of scenery 
from the previous levels, you're 

thrown into open space with 
dense jungle and rocky outcrops 
to contend with. 



TOKYO, 2019 

Still on the Futuristic side of 
things is what seems to be a 
gritty, post-apocalyptic rendition 
oF Tokyo's Akihabara district. 
Taking a distinctly cyber-punk 
Feel, you get to roam the streets 
wasting techno-punks From the 
seedier side oF the tracks. 



•J rJ =4 f J I nV 

It's killing time. 




A The level of detail in the environments is certainly excellent , but when you see how well this 
baby moves, you really start to be impressed - especially in Four-player and co-op modes. 




A Capable of strafing, rolling and ducking, enemies will hold their position and use scenery to 
keep themselves as covered as possible - they'll even deliberately explode nearby objects. 




A Chicago is a brooding and atmospheric level, while the 
design of the characters and locations is top-notch. 




Right from the offset the sniper rifle 
becomes an important part of the 
single-player experience - and using it 
is a genuine pleasure. The effect is 
pretty smart too, with soft blurring 
around the edges defining your 
peripheral vision, and a sharp central 
focusing box. 




up the pad you're 
immediately at home, 
which means you can start 
concentrating on the more 
important aspects, like wasting the 
enemy. Instant satisfaction... 

DAM YDUR 'EYES 

Take the opening level, for example. 
In what feels like something of a 
homage to GoldenEye's opening Dam 
level, you're given a sniper rifle from 
the offset and have to sneak your 
way into a high-security installation, 
by head-shooting your way through 
patrolling guards and picking off 
snipers from the towering buildings 
around you. Unlike in games such as 
EA's Agent Under Fire, an enemy 
taking a bullet to the head from a 



distance results in exactly the kind of 
reaction you want - a violent jolt to 
the bonce and a lifeless corpse 
slumping to the ground. As you'd 
expect, the guard models themselves 
all react differently depending on 



contend with, that aren't just limited 
to rolling and side-stepping. They 
have the capability to reach out and 
shoot from behind walls and 
barricades without exposing their 
body as a target. They won't be quite 



THE ENEMIES IN TS2 ARE HIGHLY 
INTELLIGENT - THEY HAVE A 
NUMBER DF EVASIVE ROUTINES 



where you hit them, but in this case 
picking off enemies is, for some 
reason, immensely satisfying. 
Furthermore, the behaviour of the 
enemies themselves is also very 
impressive. For example, they have a 
number of evasive routines for you 



so easily led, either. If they're in a 
good defensive position, they'll stay 
there until you find a way of rooting 
them out. Lastly, the way they move 
is equally impressive, and not just in 
terms of the way they're animated - 
for example, they can run past you 



while their torsos turn to track and 
aim at you as they move around. 
Again, this makes nailing them a 
whole lot more satisfying than just 
gunning down the usual dumb 
cannon fodder. 

HAMMED SOLD? 

While this level of detail is all well and 
good, it isn't worth anything if the 
single-player turns out to be rubbish. 
One of the main criticisms of the 
original Timesplitters was the fact 
that its single-player mode was a little 
simple, shallow and uninspired. Such 
criticisms, it's safe to say, have been 
addressed for this second 
outing. There are now set 
objectives that are laid 
down at the start of every 



SHOW TIME! Some films with time travel in: The Terminator (Ahnuldt): Timecop (Van Bam); Time Bandits 
(dwarfs); and The Time Machine (moriocks). Our favourite? The peerless Freejack (Estevez/Hopkins/Jagger). 



SEPTEMBER 20D2 NSC 9 



-J :l =4 T J 1 47 

'It's clear Free Radical love this game" 




nSiTE 



tiiin 



Now this we do like. After sneaking about an installation such as the Oblask Dam, chances are you'll run into the 
business end of a high-velocity, bullet-spitting gun turret and be severely punctured as a result (if you're not super- 
careful that is). Thankfully, Timesplitters gives you the chance to get your own back. Dotted around the level are control 
booths that operate these guns. Find one, get behind the console, and you'll be able to get a gun's-eye view of the 
level, allowing you to spray your own special brand of gun-love on the hapless guards below. Priceless 



A Don't expect Johnny 5 to be 'alive' For very much longer.. 



% e«it CW^t'8 



Swffe>*l C*UTHtr» Oft 



p r \ 





15 I 79 



A The joys oF letting rip at 30-rounds-a -second in someone's Face at point blank range is as satisfying as ever.. 



mission, but secondary to these are a 
number of objectives that crop up at 
the last minute. You may, for 
example, be wandering the streets 
when out of nowhere you get a 
message indicating that you have to 
take out a car driving by at high- 
speed. Alternatively, you could be 
passing a ringing phone - you pick up 
and receive a new objective to 
concentrate on. Not only does this 
make you feel much more involved, 
but it means you have to be 
constantly on your toes if you want to 
stay ahead of the game. 

LDVEDF THE GAME 

Free Radical are clearly putting in the 




The weapons aren t strictly 
with each time fine, but they 
wildly different. From what we've 
seen they're fairly balanced too, so 
players will find a suitable piece to 
accompany their style of play. 
Also, as is the fashion these days, 
most weapons have a secondary 
function to spice things up a little. 



effort - but not just in areas where 
they've received criticism. It's 
abundantly clear that they absolutely 
love this project, and they're lavishing 
so much care and attention on the 
game, their infectious enthusiasm 
comes through when you play it. 

The design throughout is 
consistently fresh, stylised and 
delightful. The speed and smoothness 
of the game, despite the detailed 
environments, is slicker than any of 
the shooters we've seen so far 
(maybe not Metroid, but they're too 
different to realistically compare). The 
atmosphere throughout every time 
period is pitched just right and the 
balance between stealth and non- 



ID NSC ISSUE 71 



JrU'ik'J 



It's killing time with Free Radical's new shooter. 





A The controls are superb, allowing 
you to get into the swing of things... 




A There's a great range of weapons complementing the time periods. 



A Most of your shots are accompanied by these white bullet trails. 



A ...with remarkable ease. CC's pad is 
perfectly suited to shooters. 



BRING DUT 



Its not just the 'Splitters and their 
cohorts you'll be battling against. 
These zombies crop up every so 
often, resulting in three-way battles 
between you, the zombies and the 
Splitters. Just as you'd expect, 
blowing their heads off and making 
a bloody mess features heavily. 




A As usual, getting too close to fiery 
explosions is hazardous to your health. 




A Entering the bar, you can use your shooter for some pleasant impromptu potting. Diversions like this are very welcome. 



stop frantic action is near perfect. And 
as if that wasn't enough, Timesplitters 
also includes a feature that could well 
blow all other FPS competition out of 
the water - a fully functional multi- 
one/ single-player Map Maker. 
Allowing you make your own 



accessible and easy-to-use editor. Still 
not satisfied? Okay then, add to this a 
co-operative option for the main story 
mode (that doesn't stutter and jerk 
like Perfect Dark in a ten-man running 
battle), a comprehensive multiplayer 
mode with a staggering amount of 



TIMESPLITTERS INCLUDES A 
FULLY-FUNCTIDN MULT!- AND 
SINGLE-PLAYER MAP MAKER 



arenas as well single-player missions, 
you'll be able to dictate almost every 
facet of level design, from weapons 
placement to wall textures, all in an 



options, over 60 individual skins to 
play in, and an exceptional wealth of 
minigames - which include the 
chance to run around smashing 



windows with bricks and killing your 
mates with a shotgun! Timesplitters 2 
is certainly shaping up to be a 
ridiculously meaty FPS package. 

As we've said so often in so many 
reviews, it's disheartening when we 
see games fail to live up to their 
potential. All too often, because of 
publisher's constraints or a lack of 
imagination, titles end up feeling 
hurried, or demonstrate a general 
lack of enthusiasm in the developer. 
This is certainly not the case with 
Timesplitters 2. which - barring some 
kind of catastrophic disaster - will be 
exactly the game you, and three of 
your gun-hungry mates, have been 
waiting for. Roll on September. 



NSC VERDICT 



Maybe it's because 
we've been starved 
of a decent first- 
person shooter for 
so long now. Maybe it's 
the fact that we know 
that GoldenEye's finest 
are beavering away on 
it even as we speak. Or 
maybe it's the fact that 
Timesplitters 2 is, 
beyond a shadow of a 
doubt, a multiplayer 
masterpiece. It's fast, 
it's slick, it's 
wonderfully designed 
and it's immediately 
apparent that the 
developers really care 
about the game - 
which is more than can 
be said for the likes of 
Agent Under Fire. 
Timesplitters 2 
incorporates so many 
elements that we've 
always craved. A 
decent co-operative 
mode, a super-fast 
multiplayer and a map- 
editor - and it's for 
these reasons alone 
that we've already 
fallen deeply in love 
with it. Brilliant. 



DR EDWARDS RECKONS... Paul says: 'Time can be accurately told twice a day with a stopped clock to an 
infinitely small fraction of a second. You just need to, er. know the exact time to do it." {What the hell...?- Ed) 



"JAPAN 

TBA 



WHAT WE WANT TO SEE INCLUDED 



■ Some more types of tiles and textures in 
the map editor - it's only so we can 
recreate the Facility level from GoldenEye. . . 

■ toads of different mission types and 
objectives and multiple routes through 
each level. We want it to feel 'free'. 

■ A multiplayer experience that is fully 
customisable. right down to the ability to 
balance weapon power as we please. 



ANTICIPATION RATING 



d)($Hfi)(§)(i) 



SEPTEMBER 2DD2 NGC tl 




■ All-new story mode helps 
beef up the single-player mode. 

■ Improved super-tricky 
courses that have been specially 
designed to bend, ripple, buckle 
and Frustrate. Bring 'em on. 

I New four-player minigames, 
including Monkey football and 
Monkey tennis, bringing the 
total up to a whopping 12. 

I Improved backgrounds and 
visuals, all of them running at a 
constantly beeyootif u! 60f ps. 

■ The same intuitive, analogue- 
only control system and hyper- 
addictive gameplay. 

I Apparently some jazzed-up 
versions of the original maps 
will also be available to play. 



THIS LOT 
ALSO DID.. 

■ Super Monkey Ball 
(NBC/67) 

Still played religiously by the 
whole team even now. 

■ Crazy Taxi 
(NEC/67) 

Great arcade driver that's 
showing its age. 





A The new levels are bewildering • 
and they're tougher than ever. 



♦ J* * 



A You'd think there was only so much more to improve, but Sega have gone 
that extra mile and delivered some truly spectacular backdrops. 

SUPER 
MONKEY 
BALL 2 



Chrrpions of the world. . . Sega 

unleash the super-sequel to 

everyone's favourite ape game! 






I o, did you have a good 
three months with the 
old Monkey Ball, then? 
How are you Finding it? 
Managed to blast 
through the Expert Mode, have you? 
Well done. How about the Master 
Mode? Pretty tough, eh? Well, you 
can stop that now. Sega are all set to 
up the ante, expand on the insanity 
and, incredibly, boost the difficulty 
beyond your wildest dreams. 

Yup, you guessed it - Super 
Monkey Boll 2 is going to make the 
first instalment look like a doddle, 
with a further 150 floors to test out 
your monkey-rolling skills. Unlike the 
first game, though. SMB2 doesn't 
start you off with a super-easy ride. 



This time you'll be thrown into the 
thick of things, with the 'upgrades' 
making themselves apparent from 
the minute you start playing. 

So what's new then? Well, the 
basic premise remains the same (why 
mess with perfection?), with you 
using the analogue stick to tilt the 
floor to roll your monkey. Once again, 
the party ball at the end of the run is 
your goal, but getting there is far 
more complicated this time - the 
main reason being that, since the first 
game, Sega have made the levels far 
more dynamic. There's now a lot 
more in the way of secondary 
obstacles to tackle as well as more 
complicated floorscapes to navigate. 
The floors themselves can ripple, fold, 



12 NSC ISSUE 7! 





-J r =4 f i I =lV 



Super-spherical simian spectacular 



III/////// 



A Team favourites like Monkey Billiards have undergone ; 
reworking both visually and in terms of game physics. 



A There's also a clutch of all-new minigames to get to grips 
with, including the highly addictive Monkey Soccer. 




m®&£&m 




A Monkey Fight! Get down and dirty. A Hit the sides and this box expands. 




A The new levels are completely insane, with mental/ constantly moving backgrounds that distract you at every tum. 




A Monkey Race was great first time round, but there weren't enough tracks or 
opponents to race against. This, as you can see, has been now been sorted out. 



NSC VERDICT 



A Ai Ai is back along with the rest of 
the gang in an all-new story mode. 

expand, wave, undulate, roll and 
bend into every conceivable 
configuration, and all without a hint 
of slowdown. In one level we 
encountered at E3, for example, we 
had to navigate a treacherously thin 
spiralling pathway. At intervals along 
the path there were different heights 
and gradients of ramp that had to be 
negotiated (and subsequently landed 
from). This in itself was fairly taxing, 
but just to pickle our brains up even 
further, there was the threat of a 
constantly rotating oar that, as you 
reached the apex of each ramp, 
spanked your monkey ball into the 
deep-blue yonder of the stunning 
backdrops. Being the gluttons for 
punishment that we are, we simply 



A Far and away the best of the new 
games, Rafting is an absolute delight. 

had to try again, and again, and 
again. Even after being told to 
"behave reasonably with your time at 
each exhibit" by beaming Sega staff, 
the compulsion to boot someone off 
another booth around the corner was 
utterly maddening. 

Still, those of you who have played 
the original don't need to be told how 
addictive it all is. What might interest 
you, however, is the staggering 
amount of new modes, minigames 
and options available. The single- 
player alone has undergone a huge 
revamp. Aside from just levels 
segregated into classes of difficulty, 
you now have the option to play a 
story mode, whereby you have to 
help your fellow monkeys get their 



A Get three mates round and you'll 
never tire of the game's extra modes. 

'nanas back after an evil monocled 
ape steals them from your village. To 
help you on your way, your monkey 
will now be able to empower himself 
with magic - although we haven't the 
faintest idea exactly how this will 
work. The minigames are also getting 
the overhaul treatment - as well as 
substantially tweaking the original 
games, there are now an extra six 
new ones to play with your mates. 
Monkey Rafting, Monkey Tennis, 
Monkey Shot, Monkey Soccer, Monkey 
Baseball and Monkey Dogfight all 
(even individually) promise countless 
hours of multiplayer mayhem and 
wildly different styles of play that will 
undoubtedly blow anything Mario 
Party has to offer into oblivion. 



Now this is how you 
do a sequel. Firstly, 
the minigames 

have been vastly 
improved. What little 
there was wrong with 
the original ones has 
been sorted out and 
now they're pretty 
much perfect in every 
way. On top of that, 
there are now six more 
hilarious minigames to 
keep you up until the 
wee hours. The single- 
player has also been 
given more substance 
with the introduction of 
the story mode, while 
the courses themselves 
are more imaginative 
and taxing than ever 
before. The final jewel 
in the crown is the fact 
that it looks absolutely 
stunning. The 
backgrounds are even 
more vibrant and 
dynamic, while the 
action remains super- 
smooth at all times - 
even in four-player 
split-screen. You mark 
our words, this is going 
to be simply incredible. 



ET^IPIffll 




Difficulty > j 

:l,i stage Kith B ,;hu 



3] JAPAN 

DCT 



WHAT WE WANT TO SEE INCLUDED 



■ The option to customise your monkey 
would be brilliant, allowing you to set its 
weight, colour, speed and manoeuvrability. 

■ A custom map option would round this 
off a treat. Imagine making your own 
super-tough courses and then challenging 
your mates on them. 

■ A co-operative mode, where you have to 
work together to finish some of the maps. 



ANTICIPATION RATING 




SEPTEMBER 2DD2 



13 




LLrfQf 





■ New Resident Evil, exclusive 
to Gamecube, set before the 
original game (which scored a 
massive 93% in NBC/ 68). 

■ Drop items anywhere you 
fancy and come back later. 

■ For the first time, reveals the 
origins and sinister back story 
of Umbrella Corp, the company 
responsible for Resident Evifs 
zombie- making T-Virus. 

■ Introduces two new playable 
characters: S .T.A.R.S. cop 
Rebecca Chambers and nutbatt 
prison escapee Billy Cohen. 

■ New locations, including an 
express train, as well as all-new 
parts of the famous mansion to 
explore. Woooo! Wooooooooo! 

■ New boss characters galore. 



■mis LOT 

ALSO DID 

Resident Evil 

(NBC/68) 

Brilliant Gamecube update for 

the gloriously bloody original. 

■ Resident Evil 2 

(NBC/36) 

Top N64 port. The imminent CC 

version will be even bett< 



It's exclusive to Gamecube. 
It's the scariest Resi yet And 
we've got it first. Read on. . . 





A Zombies will lurch out at you from 
all manner of clever hiding places. 



A Look at the detail in the locations, 
even down to the broken glass. Mmm. 



' °"e Serf ' * 

Mc/„_i- . rr, aoe. I. 




A The zombies won't hang around in attempting to remove your vital organs. Must... reach... the... shotgun... 

RESIDENT 

EVIL ZERO 




here's a bit in Resident 
Evil Zero at the start of 
the game - where 
you're moving through 
a seemingly empty train 
carriage - that perfectly sums up why 
the series is so consistently brilliant. 

The carriage is empty, you see, but 
you're still absolutely terrified. The 
light coming through the windows is 
strobe-like, sending the carriage into 
dark, then back out again, dark, then 
back out again; the sound of the train 
is rhythmic and quiet - the longer it 
goes on, the less you seem to notice it 
until, eventually, you realise that you 
might not be noticing it because it's 
no longer there, replaced by a nasty 
little noise, distant and frightening. 



that sounds like whispering. Maybe 
it's just the train - or maybe it's not. 
You slowly shuffle forward, aware 
of the whisper, and the further away 



Eventually you find out. You wait 
and wait and wait, and finally decide 
to go to open the door and - BLAM! - 
a zombie leaps from behind one of 



YOU KNOW SOMETHING IS 
GOING TO JUMP OUT ON YOU... 
YOU JUST DONT KNOW WHEN 



from the camera you get, the more 
vulnerable you suddenly appear, until, 
at the very end of the carriage, you 
look small and child-like. And this is 
where it gets really good: you just 
know that something is going to jump 
out on you from behind one of the 
seats - you just don't know when. 



the seats, clamping its teeth onto 
your neck and you're so busy waiting 
for your heart to start again that you 
can barely find the energy to fire. 

Moments like this could only 
happen in Resident Evil. It's still the 
only game we've ever played that has 
genuinely scared the living jiminy out 



I4NBC ISSUE 71 



DID YOU KNOW? Zombification actually originated on the Caribbean island of Haiti, where deceased loved ones were brought 
back to life by a 'bokor'. or witch doctor, using spells and potions. The idea was to use them as slaves. Sounds like a plan. 



drU'ih', 



The exclusive playtest you've been waiting for 



JfflSfcl 

shots of Resi Zero inaction. 
prequel'sincredMeboss. 

Read on.- if V w 
dare'. 



%•■ 



<'!«£ 



Jf 



r 



i* 



y »"i 



A The improved character-select, where you can swap at will, means Zero offers you a much fairer stab at survival. 



A Two's company, three's a crowd: give Zero's all-new super-zombies an inch and they'll take a mile... a mile of your intestines, that is. Ha! Urgh. 



of us, and the latest in the series, 
prequel Zero, isn't about to stop. The 
overwhelming feeling of dread is 
incredible: when people complain 
about the fixed camera angles, they 
are clearly missing the point - it's all 
part of the plan. IF the camera was 
free-roaming, there simply wouldn't 
be as many scares. In fact, it could be 
argued that even the ancient and out- 
dated rotational controls and slow 
door animations make up a significant 
and hugely important part of the Resi 
experience: getting away from 
zombies is that much harder when 
you're having to contend with turning 
your character before they can run, 
while if the doors were given the 
boot, the feeling of each separate 



of claret in Resi Zero 
- in fact, this could be the bloodiest 
outing yet. As well as the normal 
splatterings of red stuff when the 
undead chomp down on your neck 
and legs, there's also added guts 
when you fill zombies full of lead - 
as well as bigger boss characters, 
which naturally means - when 
they die - bigger, gorier death 
scenes. You're going to love it. 



room being a new and even scarier 
challenge would surely diminish. 

TWO-ERFYINE 

So, much of what has made the Resi 
games such a success over the past 
five years or so is still in place. But 
Zero isn't merely the same adventure 
with a new, and important, part of 
the story bolted on. Far from it. There 
are important gameplay innovations 
too, not least in the shape of the twin- 
character experience. Switching at 
will between inexperienced S.T.A.R.S. 
agent Rebecca Chambers and convict 
Billy Cohen offers a unique viewpoint 
on proceedings. It works like this: X 
switches between characters, and 
tapping Z forces the CPU to take 



control of the other 

player, and you can 

then proceed in teams, 

commanding your 

computer buddy to 

stand by or attack. It 

works brilliantly, 

injecting the standard 

Resi gameplay with a 

welcome new 

dimension. But this dual 

battling isn't the main 

reason for the change - it has much 

more to do with puzzles, and how 

they are tackled. Although many of 

the brain-taxers featured in 

the final version of the game 

weren't quite ready to be 

shown, the impact the 



OVER 

e a deep 
and get 
■ look at 



exclusive 
walkthrough... 



SEPTEMBER 2DD2 NSC 15 



They're not happy waiting for trolley service - thej wai 
don't close your eyes, as we guide you through 





.-■ -■■■ . 



CALL FDR BACKUP 

The intricately designed areas will be 
the least important part oF the scenery 
when you reach a stage like this: here 
Billy comes into contact with the First 
oF the zombies. Back the other way is a 
dead end; past the zombie is the next 
carriage, and maybe, just maybe 
safety. Or - mwaha - maybe not. First 
oF all, though, you have to take care oF 
this unruly passenger. WITH A GUN. 











— r \= "5= 


2 ~ 








IN THE DETAIL 

Many areas inside the train look very 
similar: don't be Fooled. Each carriage 
is slightly different From the last, with 
minor detail acting as signposting. For 
example, in the carriage on the left, 
you can see window blinds running 
above the glass all the way down. In 
the picture on the right, the blinds are 
gone, replaced by differently kitted- 
out seats. Very clever indeed. 



gpp 





BEAST... WELL BEAST 

Resi has always had its Fair share oF 
stomach-mashing boss characters, but 
the Following beauty really takes the 
biscuit. After tearing its way through 
the ceiling oF the train, you're Faced 
with the Frankly knicker-wetting 
prospect oF this giant scorpion thing, a 
monster so hideous it'll be difficult to 
look at it let alone try to shoot down. 
Get ready to shiver... 





IB NSC ISSUE 71 



; ■ -r .-- r 






The exclusive playtest you've been waiting for 




fc-4 






A The only possible downside could be Che lack of locations. Will the train be able to sustain the tension and frights within such a confined space? 




BEING ABLE TD DROP AN 
ITEM WHERE YDU WANT 
MAKES LIFE MUCH EASIER 



t change in character dynamic 
has had is obvious. Puzzles 
are no longer just about 
finding endless keys for doors that 
are miles away from where you need 
to be, or about pushing statues onto 
blocks to open passageways - 
though that is still part of the game - 
but are also about intelligent, eventful 
problem-solving. For example, once 
you're back inside the mansion, 
progression is often made by having 
one character zip to the other side of 
the house, and the other to the, er, 
other. Some sections look to involve 
pulley systems, with one of your 
protagonists at the top and the other 
at the bottom. These are very simple 




A Rebecca Chambers. On her own. Better hope she's got plenty of ammo. 



examples, plainly, but Capcom are 
promising some devilish teasers for 
later on in the game. 



traditional mansions: each part of 
the location is segmented by doors 
and - to move from one room to 
the other requires bypassing a 
slow-moving door animation. Yep, 
it's still intact in Zero despite the 
fact that the Camecube runs at 
twice the speed of sound. Ah, well. 



WE'RE AN ITEM 

The other big change is in item 
management. Being able to drop 
items where you are and then 
come back to them - instead of 
having to find those ruddy voodoo 
chests - initially seems to make life 
much easier. After all, you can now 
drop some herbs somewhere and use 
them when you feel you need them, 
not when you finally manage 
to work your way back to the t 
chest. Resi has always been a § 
tricky game and having to re- 



""""naaZ.^you 
a "*mot ?' esWa « 

til """Won 



SEPTEMBER 2DD2 NSC 17 



"Most important is how it plays 



and Zero plays brilliantly" 




trace you steps through a 
level while holding on to the 
last drops of life was a 
frustrating task in previous outings. 
Not so now. 

Or, so you might think. As you 
rapidly discover, item placement isn't 
haphazard or random - you actually 
have to think about where you place 
your possessions before you drop 
them. Certain areas become infested 
with undead. Put an item down in the 
wrong place and, when you come 
back to get it, you're suddenly having 
to wade through hordes of 
bloodthirsty gut-munchers. And they 
really hang on in Zero: a quick 
wriggle doesn't free you - you have 



to ram your fingers into the pad for 
ages until the leeches finally give up. 

STDRYVILLE 

One key element Capcom are very 
keen to keep under wraps is the 
story. If you didn't know. Zero is a real 
capture for Gamecube not only 
because it's exclusive to Nintendo's 
machine - although that's obviously a 
huge bonus - but because it's a 
prequel to the other Resident Evils, 
finally offering an explanation as to, 
a) how the mysterious Umbrella Corp 
turned the world's population into 
slavering zombies (and why), and, b) 
what happened to the S.T.A.R.S. team 
slaughtered at the beginning of the 



ZERO IS LIKELY TD GIVE US THE 
FIRST LDDK AT WHD UMBRELLA 
ARE - AND WHAT THEY DID... 



first Resident Evil. (Have a gander at 
NGC/68 for the full rundown on 
what we know so far about that.) 

Furthermore, Zero is likely to give 
us the first look at who Umbrella are - 
and maybe, just maybe, a little look 
inside their HQ. (What's the betting it 
doesn't look anything like it does in 
the rubbish Resi film?) Additionally, 
while things get complicated when 
you start talking sequels and 
prequels, it's worth pointing out that 



Billy Cohen is nowhere to be seen in 
any of the other Resis - so does he 
bite the big one in this episode? And, 
if so, what impact does that have on 
the way you control the characters? 

BETTER THAN EVER 

So, how good is Zero going to be? It's 
a tricky question. From what we've 
seen already, it's obvious that this has 
a lot going for it, beyond the new 
gameplay additions. It's beautifully 



18 NSC ISSUE 71 



DID YOU KNOW? The First-ever zombie Film was the 1932 classic White Zombie. Since then the world has been granted the brilliance 
| of, er. Zombies oF the Stratosphere; Zombie 90: Extreme Pestilence; They Saved Hitler's Brain; Dead Men Don't Die and Gore Whore. 



The lowdown on what's new in ResiZero. 



:JN* 



The exclusive playtest you've been waiting for 





p items if your i 
hem later. You m. 3 . 
ons of Resi you had to 
oint chests 



characters, but at no ti. 
to make the chang 



e you been able 



; t - 






A Zero's killer crows give Rebecca the bird. The bird! You know... as in... oh well. 




greater degree by Umbrella Corps' dabblings. Just look 
at this Licker-a-like for all the evidence you need. 



retread creaky boards from the first games. Creepy 
looking crows will watch you from dark corners too. 




A Have it! Billy unloads a couple of clips, while 'Bees takes a look around. 



NSC VERDICT 



A The devil dogs are back - and they still bite! Note the worryingly positioned 'dead' person slumped at the back, too. 



CAMERA! 



_;> king at the 
action in Zero From a fixed camera 
and, once again, it will provide 
less-than-optimum angles For 
zombie viewing. Of course, that's 
the point: watching zombies 
appear from the edges of screens 
and chomp down is part of the fun. 
And you'll be pleased to hear there 
are some terrifying surprises. 



gory, full of top-class scares, and 
includes some delicious new locales; 
perhaps some of the best we've seen 
yet on the Gamecube. In fact, that's 
certainly one area where Zero excels: 
the lighting is immaculate, while the 
finer detail is even better, even down 
to the patterns on the seats in the 
train. It's obvious Capcom have spent 
hours building the surroundings up. 

PLAYS A BLINDER 

More important, though, is how it 
plays - and Zero plays brilliantly. The 
atmosphere is remarkable, so thick 
with terror that it might just be the 
scariest game ever made. The sense 
of urgency it pushes is unmatched. 



Set-piece follows set-piece - even 
when you're dealing with something 
as simple as a walk through an empty 
carriage. You know what the game 
has done to you before, and you 
know it's going to do it again - but 
can you guess how or from where, or 
what it will bel Yep - don't just expect 
zombies this time round. If you liked 
The Licker in Resi 2, you're going to 
love some of the foes on offer here. 
Okay, so maybe Zero isn't perfect, 
but when you see some of the things 
it's attempting to do, you can't help 
but stand back and admire the work 
being done at Capcom. The only 
disappointment is that UK horror fans 
have to wait so long. More soon. 



First off. Zero isn't a 
revolution. If you're 
expecting a game 
that takes the Resi 
series to brave, new 
places, this isn't it. Much 
of what's on offer has 
been seen and 
screamed at before. 
There's the rotational 
controls, the fixed 
camera, the doors, the 
item management - 
and it's visually very, 
very dark. So much so 
that, at points, you 
have difficulty seeing 
what's going on. But, 
what Zero is, is a game 
stashed with standout 
moments - moments so 
good you're crushed 
when they're finally 
over. We played it for a 
good while, and we 
jumped out of our skin 
at least five times, and 
sat back in awe at what 
Capcom had created 
visually just about 
every couple of 
minutes. Zero is more of 
the same, but it's bigger 
and better than ever. 
You'll love a bit of it. 



31 JAPAN 
BNDV 



WHAT WE WANT TO SEE INCLUDED 



■ More boss characters like the one on 
page 16. The way that one is introduced is 
simply breathtaking. And blinking scary. 

■ More inventive puzzles, less searching 
for keys and ammo - especially now that 
there are two characters to control. 

■ More guts. You've got plenty of the red 
stuff in Zero already, but no one's going to 
moan iF there's a bit more stuffed in. 




SEPTEMBER ZDD2 NSC IS 





A There's plenty oF guns on offer - have a 
look across the top of the screen to choose. 



A At the moment, only the prison sections 
have really been seen. They're pretty bloody. 




Two-character shooter where 
both characters are on screen at 
the same time, all the time. 

Choose from single-player or 
co-operative modes: when only 
one of you is playing, the CPU 
takes up duties on the other. 

Play as either law-abiding 
Sheriff Fortman, or convict 
nutcase Valdez. Whaddachoice. 



THIS LOT 
ALSO DID... 

■ Wild Wild Racing 
(PlayStation 2) 

Neat. tidy, but flawed, buggy 
racing game that arrived on PS2 
launch day over here. 



1 __--S ~"*"**J^ i 










S START 


PRESS START 
1 

RELOAD! 


"^^^^^ 


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SCORE: 2397 SCORE: 4-126 



JLi^&SS -J 




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~g&s^gSSEMi 


k=.dr? 






PRESS START 




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- 








BODYCOUMT:T3 








BODYCOUNT:59 j 



A Nice kneeling action. Each of the characters have moves modelled 
on John Woo movies, including the ability to fire a gun side-on. 




A Body count scores (bottom left and right) will probably open up secret areas and extras. 



A Blood gets everywhere when you wheel out the heavy artillery. 



TWIN CALIBER 

Spill guts, remove heads, serve the public trust... 



^k n an interesting twist on 

Othe norm, Twin Caliber 
offers you the chance to 
play co-operative mode 
■^^^■^ all the time. Yep, even if 
you can only muster the one of you, 
this blood-splattered evil-vanquishing 
gun game always has two players on 
screen, regardless - if you haven't 



PLAYERS CAN HDLD TWO BUNS 

AT THE SAME TIME - AND FIRE 

IN DIFFERENT DIRECTIONS 



got a second player, the CPU will take 
care of your bullet-smattering pal. 

Sounds interesting. Sadly, little else 
is currently known about the 
Gamecube version of Twin Caliber 
beyond the fact that its characters 
have been blessed with the ability to 
hold two guns at the same time - 
and fire them in different directions. 



N64 owners will recall Shadowman 
using a similar feature to great effect 
way back in NBC/32. If it's done half 
as well here it'll certainly make for 
tactical and frenzied battles, 
especially as, at points in the game, 
you'll be facing off against as many 
as eight or ten zombies - twin use of 
weapons such as pistols, shotguns, 
miniguns and TNT will be vital in 
ensuring the legions of the undead 
are sent back to whence they came. 

We're intrigued to see how your 
two arms move independently in 
terms of controls - perhaps one arm 
could be assigned to the left analogue 
and the other to the C-stick, with the 
L and R triggers acting as, er, triggers. 

So, Twin Caliber certainly sounds 
the part - but whether it can offer 
anything more than just stacks and 
stacks of violent killing remains to be 
seen. As ever, we'll give you more 
when we hear it. 



NSC VERDICT 



Not much is known 
about Twin Caliber 
in Gamecube form, 
but if the PS2 version 
is anything to go by, 
we'll certainly be in for 
some blood. We saw 
how well twin-action 
characters could work 
in Shadowman - if it's 
used similarly here, it 
could make all the 
difference when Rage 
find themselves up 
against other shooters 
like Metroid and Turok. 
Our only worry is that 
this may just turn out to 
be a straight PS2 
conversion - let's hope 
for the inclusion of 
some Gamecube extras. 




aeuK rus 

2DD3 2DD3 



•JAPAN 

UNLIKELY 



ANTICIPATION RATING 



d)(t)i)(i)(S) 



2D NSC ISSUE 71 



Feel the power oP Gamecube's most eagerly awaited fighter 




A Geraint actually sleeps in an outfit 
very much like this one. 



A There are no points for posing. It's 
part of the beat-'em-up ritual. 





A Authentic hair effects are among the game's advanced graphical tricks. 



A Not hugely different from the Dreamcast version, but still at the cutting edge of fighting-game visuals. 




SOUL CALIBUR II 

The long-awaited follow-up carves its way into the arcades as 
work on the Gamecube version continues. . . 



■ Features interactive scene 
around the arenas that can t 
used and abused to great effect. 

■ Special moves for battering 
opponents when they're stuck 
against a wall. 

■ Weapons-based combat with 
many fighting styles - each 
fighter has a different appi 

■ The full sequel to the game, 
widely regarded as the best 
beat-'em-up ever. 

■ Stacks and stacks of mow 



THIS LOT 
ALSO DID 

Ridge Racer 64 

(NBC/40) 

Satisfying update of the classic 

arcade driving game. 

■ Ms Pac-Man Maze Madness 

(NBC/48) 

Lightweight puzzle action with 
Pac-Man's frightening missus. 



■■■^ amco's stellar beat-'em- 

Oup sequel is now 
installed in some of the 
UK's larger arcades, and 
^■^^^ having fought several 
rounds of one-on-one recently we've 
got a stronger idea of how the 
Gamecube version will play. 

Thankfully, it's very, very slick. The 
controls have been simplified to make 
ten-hit combos and eye-catching 
special moves more accessible to 
novice players, but experts will find 
that the deeper tactical play of the 
previous game is fully intact. The 
subtle parrying and counter-attacking 
system has been upgraded, thanks to 
an advanced 'motion-blending' 
animation technique that allows 
movements to be combined in real- 
time; the result is instant 
responsiveness and the ability to 
break seamlessly from one move to 
another. The graphics are extremely 



detailed, although not to such an 
extent that the Gamecube version will 
have to be stripped of any of the 
arcade machine's visual splendour. 
Because it runs on Namco's System 
246 board (effectively a PlayStation 2 
with tons of extra memory) rather 
than any super-powerful custom 
hardware, the only noticeable 
technical difference on the Gamecube 
will be the inclusion of a loading 
pause before starting each fight. 

The Gamecube version will feature 
a large selection of additional modes 
and unlockable bonuses, and 
although most of these are being 
kept under wraps for the time being, 
the possible inclusion of Link as a 
playable character is an intriguing (if 
fairly unlikely) rumour. With or 
without Princess Zelda's favourite 
pixie-boy. Soul Calibur II looks set to 
be a fight that no martial arts fan will 
be able to walk away from. 



Having thoroughly 
enjoyed the older 
Dreamcast and 
PlayStation games in 
the series, we're hugely 
excited to Find that this 
sequel is so similar to its 
predecessors. Apart 
from the increased 
speed and the new 
walled arenas, there 
are no major changes 
to the Formula. A touch 
oF inspiration would 
have been nice to see, 
but Namco have 
sensibly decided not to 
mess with the delicate 
balance and Fighting 
style From the DC Soul 
Calibur- which still 
looks ahead of its time. 



VERDICT 


* 


mm 



muK 

2DD3 


MUS "JAPAN 

2DD3 2DD3 


1 ANTICIPATION RATING 


^, ^ ^N SS. *\ 




U_H 



DID YOU KNOW? The first one-on-one beat-'em-up was 
| Cinematronics' 1979 sword fighting arcade game Warrior. 



SEPTEMBER 2DQ2 NQC 21 




■ Part of Konami's new Disney 
Sports series, which will 
eventually include just about 
every sport anyone has ever 
heard of - including octopush. 
Although that last one has yet 
to he confirmed. 

■ Guide Mickey and the Disney 
gang to footballing glory in a 

election of real-world 
antasy stadiums. 
I One 'big' Disney character 
er team means each team 
adds a bit of equality. 

■ Easy control system allows 
multiple moves to be accessed 
from just two main buttons. 

■ Buy upgrades to t 
your team's performance. 



A Replays kick in after every goal, 
showing a random camera angle. 



A The poor standard of refereeing means you can't really dribble the ball past defenders - they can just foul you without 
having to worry about getting sent off. The only way to slice through a defence is to pass the ball until you create an opening. 



I Features Disney trading cards 
as an unlockable extras. 



THIS LOT 
ALSO DID 

■ ISS2 

(NBC/68) 

A decent Gamecube debut for 
the daddy of football games. 

■ Rave: The Groove 
Adventure 
(NEC/69) 
Manga-themed fighter. 




A Daisy Duck slides a telling ball through the middle of the defence. 



A The teams are made up of identical animals, except for the star player. 



DISNEY SPORTS 



Mice for midfielders, jumpers 

for goalposts. . . Disney's 

menagerie meets Konami's 

football specialists. 





| e've always been 
J curious as to why 
4 , J I Nintendo have never 
! NdW' I made a Mario football 
game. After all, he 
turned in a series of international- 
standard performances in his recent 
tennis and golf outings on N64 and 
GB - leaving us in little doubt that the 
man would be a sporting giant. 

Perhaps because football is one of 
the most difficult sports to simulate 
(bet you can't name more than a 
handful of great footie games) it's 
best left to the specialists. Konami are 
the only company with a decent track 
record in this field, but in the absence 
of Nintendo's characters they've come 
up with something fairly close to 



what we'd imagine a Mario football 
game to be like. 

Disney Sports Soccer is a long way 
from the kind of football sims that 
have helped make Konami's name 
over the past few years. Even though 
it's a full 11-a-side affair, it plays more 



Soccer is all about, as you guide a 
selection of toon favourites through 
tournaments and multiplayer modes. 
Each team is headed by a single 
character, who usually plays up-front, 
with the other players made up of 
identical cartoon animals. Any one of 



SIMPLIFIED CONTROLS, POWER- 
UPS AND SPECIAL MDVES ARE 
WHAT THIS IS ALL ABOUT 



like the violent three-on-three Sega 
Soccer Slam (which we rated at a 
respectable 76 in NGC/68). 

Simplified controls, power-ups and 
special moves are what Disney Sports 



them can score, but the silkiest ball- 
control skills lie in the magic boots of 
the star player. 

Some, such as Minnie Mouse, are 
blessed with perfect control, while 



22 NSC ISSUE 71 




Hands-on with Konami's latest football offering 



A A Free kick screams towards Che goal, while the rooster 
defender ducks like the chicken he is. 



A A modest celebration after completing a hat-trick. 
Those are very big hands for such a small lady duck. 





A Anorexic dogs versus steroid-bloated chickens 
in the battle for midfield supremacy. 



A This overhead camera 
angle is For replays only. 




A Super striker Mickey Mouse slots another one home in a 5-0 demolition of Minnie's hapless team of fluffy pink 
creatures. She would have had better luck playing with Snow White's stunted mates. 

SOCCER 




animations to watch 
goal. First, a quick ir 
kicks in, followed by a lingering 
shot of the players taunting the 
opposition, blushing with modesty, 
or presenting each other with 
diplomas of goal-scoring 
excellence, among many others. 



others, like Donald Duck, are 
uncatchably fast. After winning a 
couple of tournaments, you'll also be 
able to unlock additional boots that 
bestow unstoppable shooting power 
or a variety of nifty special tricks on 
players such as Mickey and Goofy. 

Disney Sports Soccer is a very basic 
football game (the pre-release 
Japanese version we played didn't 
even have an option to change the 
camera angle) but surprisingly good 
fun. With just two buttons for passing 
and shooting, the game's context- 
sensitive animation takes care of 
selecting the most appropriate 
moves. Pressing the A-button might 
result in a long pass, a shot, a header 
or a clearance, depending on the 



<*Cfeo„ 



situation. It's 

idiot-proof Football, 

with enough freedom to make it feel 

like you're mostly in full control of 

proceedings. More than in the 

average FIFA game, anyway. 

Passing is very well handled, using 
the B-button to knock the ball directly 
to the best-placed player. The button 
can be held down to launch a chip 
over the top of the defence, tapped 
quickly to perform a backheel or short 
lay-off, or pressed several times to 
initiate a sweeping series of one-twos 
and cross-field passes. 

After this game, perhaps the term 
'Mickey Mouse football' will take on a 
less insulting meaning when yelled at 
your favourite club's manager. 



A Before each match there's a Flyby tour oF the stadium, a quick look at the 
players as they emerge From the tunnel, and the crucial toss oF the coin. 



NSC VERDICT 



We definitely were 
not expecting to be 
impressed by a 
Disney football 
game, but this one does 
have a certain charm. 



younger players really 
going for Mickey and 
Donald's brand of high- 
speed, knockabout 
soccer. There's room for 
improvement in certain 
aspects of the game, 
though. The referees, 
for instance, halt play 
after every foul but 
never punish the 
offender with a red 
card, so matches can 
easily degenerate into a 
stop-start sequence of 
crunching tackles and 
midfield free-kicks. 
There's also a little too 
much reliance on 
getting the ball up to 
your star player, 
although that may well 
change once the rest of 
the team have been 
kitted out with secret 
bonus boots and freaky 
special skills. This one 
might be interesting. 




MUS IE JAPAN 

TEA DUTNDW 



WHAT WE WANT TO SEE INCLUDED 



■ A few additional stadiums for the 
European version. The Japanese version 
we looked at is Filled with J-League- 
lookalike venues. 

■ The option to combine several of the 
famous characters in one or two 
superstar teams. 

■ A bit more one-player longevity than 
Sega Soccer Slam. 



ANTICIPATION RATING 




SEPTEMBER 2DD2 NEC 23 





■ Five massive, brand-new 
maps to hare about in including 

ussia and Vietnam, divided 
into 30 sub-missions. Handy. 

■ Eight different vehicle types, 
including quad bikes, jeeps, 
miitary vehicles, an ATV, a rally 
car and even a hover bike. 

Fully- interactive locations, 
only now with added c 
minefields, avalanches, 




crossfire, you name it, yotrVe- 
oing to have to deal with it. 
from Angel., the talented 

development house who 
i verted Resident Evil 2 for 

N64 and created but never 

Inished Buggie Boogie for the 
64's launch. Intriguing. 



THIS LOT 
ALSO DID... 

I Smuggler's Run 
(PS2) 

The first instalment - this time 
set around the Mexican and 
Canadian borders. 



HT»/El 




A Nice spot for a picnic - if we had the time. A These quad bikes look like a great laugh 




A The landscapes are vast - you can drive in a straight line for hours. 




A Angry rozzers will do their utmost to 'take' you 'down' - stick to the tracks to avoid them. A If s not just cops you're fleeing - other gangs want your 'ass', too. 

SMUGGLER'S RUN 

WARZONES 



Pretend to be Burt Reynolds in 
the Cube's latest crime caper. . . 




I veryone knows drugs 
I are bad, but Smokey and 
I The Bandit never 
inspired anyone to wear 
ludicrous Facial hair and 
drive a 'rig', so we can't see how 
Rockstar's latest law-breaking 
simulation will do us any harm. 

Playing like a cross between Crazy 
Taxi and The Dukes of Hazzard, 
Warzones sees you in the shoes of a 
hard-drivin' Escobar high-tailing it 
over vast landscapes in buggies, quad 
bikes and souped-up stunt cars, 
attempting to offload your filthy gear 
before plod slaps you in wrist irons. 
Like the previous incarnation on 
PS2, there's plenty of destruction and 
mayhem in the offing - although, as 



the title might suggest, this time 
round you've got tooled-up military 
types to deal with as well. Good job 
the vehicle roster now includes SUVs 
and - Jud's favourite - a tank, then. 

Angel Studios have also taken 
advantage of Gamecube's beefier 
hardware to add 'enhancements' 
unavailable on PS2. The result is (even 
more) staggering draw distances, and 
a four-player mode, which comes in 
multiple flavours such as Fox and 
Hounds and Bomb Tag. The single- 
player has been pumped up too, 
seeing you not just shifting 
'merchandise' across Vietnamese and 
Russian borders, but enacting escape- 
and-destroy missions and even doing 
in opposing hoodlums. Review soon. 



NSC 

The visuals are 

pretty, the 

enormous, multi- 
square-kilometre 
landscapes are 
stunning, and the 
multiplayer is a riot, but 
all the same, we can't 
help having some 


VERDII 



reservations about 
Warzones. Take away 
the gimmicks and 
you're left with 
Vigilante 8 without the 
guns. The series has 
great potential, and 
given GC's improved 
hardware, there's real 
potential to add der>th 
and strategy to the 
action - let's hope that 
potential is realised. 



geuK us 

AUTUMN NDW 



31 JAPAN 

TEA 



ANTICIPATION RATING 



S)(i)(©)lS)(S) 



24 NQC ISSUE 71 




-J :\ =M I =4' 

SO screech into some serious GC-rally action 



ion 



A As usual For this type of game, colourful arrows pop up out of nowhere to help 
you navigate the twisty-turny circuits. 




A More crumpled, mangled, 
impossibly damaged cars - lovely! 



A Top detail ahoy on the skidding- 
round-corners front. 



A Hitting a tree head-on causes your lights to become damaged - just one of the many context-sensitive ways to damage all 
those expensive licensed cars in Rally Championship. 




RALLY 

CHAMPIONSHIP 




Rally kicks with a realistic touch 




■ Aims to keep things as realistic 
as possible, especially ear-wise - 
there are 29 licensed racers.tr. : 

■ Over 24 stages to compete in, 
plus time-trial, arcade and t 
three- and four-player modes 

■ Courses are set in Lapland, 
Finland, the USA, and the UK 
and there's m e ii i iliii wwaa 

Witl 



THIS LOT 
ALSO DID.. 

■ Carmageddon 64 
(NBC/36) 

They didn't developed it, but 

they published it. Utter crap. 

Conflict Desert Storm 

(Xbox) 

Impressive shooter that's likely 
to hit Gamecube next year. 



I hen a game franchise 
J manages to gross over 
14 ■ J I forty million of our 
I ^*t Queen's pounds, you get 

the inkling that it must 
be doing something right. And lo, 
that's just what SCi's impressive Rally 
Championship series has achieved on 
PlayStation and, before that, the PC. 

Giving you the opportunity to haul 
you and your co-driver's arses around 
the world in the quest for rallying 
perfection, the usual snow, rain and 
sunset weather conditions all raise 
their tried and tested heads. However, 
more innovative is the context- 
sensitive way in which your car takes 
a battering: hitting a tree head-on 
and crumpling the radiator will cause 
the vehicle to overheat - in any other 
circumstance it won't. Could be nice. 

Even straight-up speed demons 
who usually shun the stop-start 
nature of rally titles are catered for 



with the inclusion of an arcade mode 
- just the thing for those times when 
you're not in the mood for a gruelling 
24-stage worldwide championship. 

Not that SCi are dumbing the 
game's mechanics down to appeal to 
the masses. Far from it in fact, as 
successful progress at the game will 
see you implementing professional 
driving techniques like the throttle- 
off-oversteer and the Scandinavian 
flick. Become better at the game and 
you open up bigger, better rewards. 

Those that are sticklers for 
authenticity will be pleased to hear 
that Rally Championship features 
wholly accurate car models, including 
the Peugeot 206 class A8 and the 
Mitsubishi Evolution series of motors. 

With no real competition - at least 
yet - Rally Championship should find 
itself in relatively calm waters as far 
as the rallying genre is concerned - 
and we'll have a review very soon. 




SEPTEMBER 2QD2 NSC 25 




Raven Shield w\\\ allow you to control weapons in first person" 




M3C C 

Raven Shield -get the 
first details! 



Tom Clancy's flaver? Shield, that is. 



f you're confused 
about which Clancy 
game is which, don't 
worry - so are we. 
Every few weeks a 
new novel adaption or standalone 
spin-off is announced. The latest. 
Raven Shield, should be a lot 
easier to categorise, though - it's 
the official third outing in the 
largely superb Rainbow Six series. 
Alongside ColdenEye and Metal 
Gear Solid, the Rainbox Six games 
helped shape the original stealth 
sim, placing massive emphasis on 
one-shot kills, surprise attacks and 
believable storylines. Importantly, 
it was also one oF the first games 
to push pre-level tactical planning. 

Raven Shield Will offer all this 
across its 15 missions, as well as 
some intriguing new features, 
including a take on Perfect Dark's 
Slayer, allowing you to control the 
game's weapons in a first-person 
mode. Additionally, there'll be new 
movement commands and game- 
affecting weather. ETA: 2003. 





CRASH 

BANDICDDT 

Here's one from leftfield: pseudo-3D 
platforming with the former Sony 
mascot. Ride minecarts, hunt hippos 
(?) and collect apples - might provide 
a few hours of entertainment. Might. 





HOT WHEELS 

Was arcade game San Francisco Rush 
2049 your idea of racing heaven? 
Then this latest instalment in the Hot 
Wheels franchise might just be the 
ticket for you: belt your way around 
miniature tracks at face-reshaping 
speeds and, with the aid of ramps 
and crashes, reach the kind of heights 
normally reserved for aircraft. 

And that's it. 

Hot Wheels is hardly going to have 
the likes of Ridge Racer, Colin McRae 
Rally 3 and Burnout 2 rushing for 
cover any time soon, but it might 
offer an interesting little alternative - 
especially if you're in the need of 
something a little less serious. 



NEED FOR SPEED 
HOT PURSUIT 2 

A decent-sized hit for EA on PSOne 
and PC, the Need for Speed series of 
games has always offered a solid 
enough racing experience, with the 
added bonus of offering real-life cars 
like Lamborghinis and Ferraris. 

This new version, headed to Cube 
in the autumn, features 90 different 
scenarios, spread across the game's 
as-yet-unconfirmed number of tracks. 
The real rub with the Need for Speed 
games comes with the amount of 
mph you can muster - expect the 
speedo to touch the 200 mark easily. 

We'll have a review for you soon. 




2BNGC ISSUE 71 



-J l\ =VJ I =4'. 

Even more new Gamecube games 







METRDID PRIME 

We couldn't resist delivering you 
some brilliant new pictures. Yeah! 




I fter our massive expose 
last month, we felt a 
month off from Metroid 
| was probably in order. 
Then we got our eyes 
round even more incredible new 
footage of the game in action and 
decided what was on offer was far 
too good to pass up. 

So, here we are: more of the first 
part of the game, including further 
details of how the weapons work. 
Cast your eyes over to the left here 
and you'll notice that Samus' lasers - 
once stored up - actually produce a 
dazzling, never-before-seen effect: as 
the laser travels, it warps and distorts 
the environment around it! The effect 
works brilliantly, and its further 
evidence of developers Retro's minute 
attention to detail - although this 
feature has no impact on the way the 
game plays, it makes an incredible 
difference to the way the game feels. 
December, oh sweet December. 




A The heat from your weapon distorts 
the look of the level. Brilliant. 




A The attention to detail is stunning. 



Wc5 


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DTECH BATTLECRY 



ROCKY 



You know what we like most about 
this? You can play as Carl Weathers. 
And not only that: you can beat Sly 
Stallone's face in too. Yep, thanks to 
Liverpool developers Rage, you can 
train, fight and spar with all the 
greats from the films, including MrT 
and Dolph Lundgren, in this digital 
incarnation of the classic Rocky films. 
Previous boxing games have been 
largely parp, which is why Rocky has 
tried to introduce a more progressive, 
intuitive fighting system, placing 
emphasis on building and maintaining 
your fighter rather than all-out face- 
pummellage. We'll have more soon... 





Robots. Cel- 
shaded robots. 



on't worry - the only 
way in which this bears 
any resemblance to the 
excruciatingly awful 
Robotech: Crystal 
Dreams on N64 (a game so bad even 
its developer couldn't face finishing it) 
is in the first part of its name. In every 
other way, this is an improvement: 15 
standard missions are backed up by 
15 more 'non-linear' missions - tasks 
that need to be completed in your 
own time to gain access to the game's 
secret bits. Toss in impressive visuals 
and massive robots doing battle in a 
Virtual On stylee and this looks good. 



SEPTEMBER 2DD2 NSC 27 






•J z\ =M I =4V 

"The biggest problem EO faces is with the Gamecube pad" 



NK2ED 



More new pics of Capcom's beat-'em-up. 



between fOand 
previous games is that 
it's having to contend 
with a less-than-ideal 
I. EO tries to get round this by 
>ring the D-pad altogether, instead 
ting your attention to its C-stick 
<-vmbo system where flashy moves 
are pulled off with rotations of the 
stick, rather than via the action 
tons. We'll see how this works out. 





SHDX 



Right out of the blue comes Shox, a 
rally game From EA that's looking and 
moving very promisingly indeed. 

There are 24 licensed cars to 
choose from, including BMWs, 
Toyotas, Mitsubishis, Subarus, Lancias, 
Fords and Citroens, three different 
environments - arctic, desert and 



jungle - with seven tracks in each, 
and the game pushes point-scoring 
ahead of anything else, with scores 
being awarded for lack of accidents, 
great cornering, fastest lap time, and 
the like. Though, like Burnout, crashes 
are included as part of the Fun. 
We'll have more very soon. 



I 




NSC 

BRAND^, 
NEW PICS! 




"It looks to have the same anarchic mayhem as CTA" 



STAR WARS 

BDUNTY HUNTER 

More pics, new info, same Fett. 




I e thought: how could a 
J game based on freakish 
|l i i I helmet-sporting goon 
| Jango Fett possibly be 
anything other than 
total bantha dump? How wrong we 
appear to be. Now the lid's creaking 
open further we like the whifF of 
what LucasArts are cooking up. 

Aside from the classier visuals, it 
looks like it has the same anarchic 
DIY-mayhem ethic that made the 
Grand Theft Auto games so much fun 
- each of the six worlds is yours to 
explore (and wreak havoc in) at your 
leisure. Jango's remarkable gymnastic 
prowess is impressive too, as he leaps 
and jet-packs all over the shop icing 
the hell out of the 100 different types 
of Star Wars character. Chuck in his 
trademark dual blasters and jet-pack 
rockets, flamethrowers, poison darts, 
and a sniper rifle, and this looks good. 




A Jango flambes another hapless alien 
bystander. In the face. 






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IN NEWS 

THISMONTH 




DRIVERS 
IS CUBED 

COMES TDGCH»= 




mm* 



YOUR CUBE f 






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PLUS! 

MostWanted 
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S MORE 1 - 



NINTENDO 





WE INVESTIGATE THE CHANGING FACE DF 
NINTENDD, AND WHY THE US AND EUROPE 
CDULD SDGN BE THEIR MOST IMPORTANT 
BATTLEGROUNDS... BY BERAINT EVANS 



n a month when big news 
was thin on the ground, 
Nintendo, once again, failed 
to disappoint, cancelling 
Spaceworld, their huge Japanese 
consumer show usually due in August. 
This isn't the first time Nintendo has 
decided not to go ahead with their 
annual summer show (it was cancelled 
in 1998 during the 64DD's development), 
but this year's cancellation has nothing 
to do with a lack of games, and 
everything to do with recognition that 
E3 is enough of a global event to 
warrant spending marketing money 
elsewhere. Traditionally, The Big N have 
saved their more important 
announcements and showcased their 
biggest titles at their own show, but in 
recent years it has become increasingly 
apparent that E3 is becoming more and 
more important to them, especially in 
terms of getting maximum international 
exposure for their products - a marked 
change in attitude for a company that 
saw America and Europe as a necessary 
inconvenience a few short years ago. 

CHANGE DF CART 

Things have changed rapidly since the 
demise oF the N64. Time delays between 
different territories have been shortened 
significantly, while Nintendo continue to 
aggressively court the best talent 
available - principally in the US. What's 



Japan this month/ to a fairly decent 
¥34800. With suit i -region nods 
available from many importers/ this 



oakes picking one up a viable 
option/ ffiith current iraport prices 
hovering around the £300 mark, 



Unfortunately there are still no 
plans to release the machine 
anymhere outside its native Japan. 



WHO ARE WE? This month's news is written and researched by Tim Weaver, Geraint Evans and Martin Kites. You can 
tell the three apart because two of them make the tea and the other is endlessly talented. And it ain't Geraint or Kittsy. 



"THEY KNDW AMERICA IS GDING TD 
BE A SUCCESS. AND IN EURDPE THEY 
STAND A VERY. VERY GDDD CHANCE" 



This month's Japanese sales charts 
highlight perfectly why Nintendo are 
making the shift to America and 
Europe. Of the Top 50 games, only three 
were Gamecube titles, with the recently 
released Capcom vs SNK 2 £0 being the 
most impressive performer - coming in 
at a lowly number 32. 

MARID POWER 

The next 30 days is likely to see a more 
positive performance from Nintendo, 
with the release of Super Mario 
Sunshine (so terrifying a prospect, 
apparently, that Sony have set aside 
one billion yen to counteract the magic 
of Mario), but that may only paper over 
the cracks. With no Zelda this year, 
Nintendo's line-up is looking oddly 
western - their three biggest titles. 
Eternal Darkness, Starfox and Metroid, 
are all scheduled for release in the US 
and Europe before Christmas and yet 



none will perform miracles in Japan. 

"I think it started with the N64," says 
an NGC source, "and now Nintendo 
can't reverse the trend. I happen to 
think that they'll have a better time in 
japan now, what with the Sega and 
Namco tie-ins, but their focus has 
definitely shifted - and who can blame 
them? They know America is going to 
be a success, and they know they stand 
a very, very good chance in Europe." 

FUNNY MDNEY 

So, why are they continuing to spend so 
much money in Japan, setting aside the 
money they've saved on Spaceworld? 
"Japan will always be important to 
them in terms of prestige," says our 
source. "It is their home territory, after 
all. A good performance in Japan is 
more satisfying to a Japanese company 
than doing well elsewhere. But, while 
they're sure to outwardly push games 





A Metroid Prime is just one title that's benefitted from Nintendo's huge expertise. 



more, their advertising has been 
excellent, a far cry from the Nintendo 
we were dealing with six years ago. 

)apan, while still vital lo any console's 
success, has become increasingly 
unpredictable: one week Gamecube 
storms ahead of the competition, next 
week the Xbox - previously given zero 
chance of making an impact in Japan - 
competes favourably with both 
Nintendo's and Sony's machines. This 
past month, the Wonderswan Crystal 



was level-pegging with the previously 
unstoppable GBA. Business-wise, 



A Sony are dwanging their pants at 
the mere prospect of Mazza Sunshine, 



and hardware in Japan, they know 
which side their bread is buttered on: 
the US makes them a lot of cash, and 
Europe - as Sony proved with the 
original PlayStation - is a market 
that can reap huge dividends. 
At the end of the day, 
Nintendo are a business, 
and in business you go 
for what pays." TW 



made out of 
cardboard. 
Fact is, inside 
Nintendo of Japan, 
the Japanese 
market isn't seen as 
being as important as it once was. 
Around 70 per cent of Nintendo's sales 
are now generated outside Japan, and 
36 per cent - and counting - of shares 
in the company are owned by foreign 
investors while Nintendo hold 
substantial foreign-based assets, 
particularly in the US. Their behaviour in 
this respect has changed a great deal, 
with the company becoming far less 
insular than they once were, warming 
to, co-operating with, and even 
investing in new external studios. 

HOSTILE TERRITORY 

It has become increasingly clear over the 
last few years that the West is more 
than capable of producing software of a 
very high standard, something that's 
largely gone unseen by Nintendo before 
- but not by others. When Sony 



JAPAN'S BECOME 
UNPREDICTABLE 
WISE, THAT 

unpredictability spells danger - and 
unpredictable is something the US 
market in particular is not. A Nintendo 
console would sell in the States if it was 



INCREASINGLY 
AND, BUSINESS- 
" DANGER 

punched their way into the market in 
the mid- 90s, they benefited from an 
attitude that embraced gaming 
worldwide, rather than in just a single 




The best sources, the biggest news 




SHORT 
CUTS 



O^ 



^;& 

^ 
^ 





key territory - the 

result was that they sold 
more machines in Europe than 
anywhere else. Nintendo's activity 
during the same period was notoriously 
underwhelming - delays and high prices 
were just two sticking points. 

Since the PlayStation's meteoric rise, 
however, Nintendo have not only 
recognised the importance of Europe, 
but have come to understand the 
importance of fielding games that 
appeal to western audiences. Acquiring 
a controlling interest in both Silicon 
Knights and Retro Studios is evidence of 
this and, simultaneously, Nintendo's 
influence in both has seen a marked rise 
in the quality of software produced. 
Both Metroid and Eternal Darkness have 
not only turned out to be incredibly 
well-produced games, but games 
targeted directly towards western tastes 
- Metroid especially. Even the SNES 
incarnation didn't do that well in Japan - 
US gamers were far more receptive to 
its blend of exploration and blasting. 

SPACED OUT 

Though Nintendo may not reap the 
rewards of this policy domestically, 
they're now more than willing to create 
games specifically targeting a different 
type of consumer. The shift in Focus has 
become more apparent, completing an 
about-turn of which the cancellation of 
Spaceworld to concentrate on marketing 
worldwide is only the latest example. 



NINTENDO 
ROBBED 

Recent police reports 

from Japan's Saitama 

district confirmed that 

around 24 million yens' 

worth of Nintendo 

products including 

Gamecubes and Game 

Boy Advances were stolen 

from a warehouse this 

month. Roughly 600 GCs 

and 400 GBAs were taken 

after thieves broke in 

through a window. This 

was the latest in a long 

line of thefts targeting 

large shipments meant 

for Japan's biggest 

videogame retailers. It's 

not clear whether all 

incidents are connected 

and, thankfully, this latest 

robbery was the last 

reported theft as we went 

to press. 



SECA GET 
AGGRESSIVE 

After ditching the 

Dreamcast in favour of 

software production, 

Sega have been intent on 

claiming the number one 

publishing spot currently 

fought over by the likes 

of Activision and 

Electronic Arts. In order to 

achieve this, Sega 

announced that they 

would be actively looking 

to buy up many existing 

developers and publishers 

to bolster their portfolio 

of games. Rumours so far 

indicate that Infogrames 

are first in the firing line 

as Sega already have very 

strong ties with them, 

although any publisher in 

the US could be under 

threat, with the likely 

exception of EA. 



PHANTSASY STAR DELAYED 

As beta-testing and trial runs of 
Sega's brilliant online RPG 



continue/ Sonic Teas announced that 
they mill be delaying the release 
date from August to the 12th 



September in Jap3n. The main reason 
for this is that they oant more tine 
to polish the visuals and gsneplav* 



as nell as to add some new modes and 
extra iteas to sake the game as good 
as possible, Needless to say, they 



»on't get any conplaints fros us. 
As yet there's still no definite 
UK release date. 



SEPTEMBER 2DDZ NBC 31 




"Sonic fans have got plenty to look forward to" 



SHORT 
CUTS 




EB AND CAME 
MERGE 

Game and Electronics 
Boutique (two stores who 
have been under the same 
management for some 
time now) are to be re- 
branded under the Game 
franchise. So what does it 
mean for punters? Not a 
lot: existing EB stores will 
simply have their signs 
changed, while the Game 
logo will look a little 
different from before. The 
only major benefit for 
gamers will be an all-new 
reward card scheme, 
offering loads more 
money-saving deals than 
before. Huzzah! 






EVIL ON A 
BUDGET 

Like the look of the 

revamped Resident Evil, 

do you? How about a bit 

of Zero ? Lovely isn't it? 

Well, appreciate it while it 

lasts, because the next 

two instalments - 

Resident Evils 2 and 3 - 

will apparently look... 

er... not much better than 

they did first time round. 

To be honest, we expected 

this - so to compensate 

for the lack of visual 

sprucing, Capcom 

announced that the 

pricing will be 

significantly lower ($19.95 

each Stateside). What 

they'll retail for in the UK 

remains to be seen, but 

it's unlikely to be much 

more than £25. Bonus! 




A Sonic Advance 2, with Mr Sonic T Hedgehog in full swing. 



A Knuckles the Echidna is in the game too, of course. 



SONIC B 



ft 



M 



The world's greatest hedgehog superhero is 
back and raring to go on Gamecube. . . 



ollowing on from the 
success of the Gamecube 
port Sonic Adventure 2. Sega 
are set to shower Gamecube 
owners with a selection of retro Sonic 
titles, all packed in the imaginatively 
titled Sonic Mega Collection. On show at 
the 16th World Hobby Fair in Japan, the 
Sonic compilation consisted of seven 
titles - Sonic The Hedgehog; Sonic The 
Hedgehog 2; Sonic The Hedgehog 3; 
Sonic & Knuckles; Sonic 3D Blast; Dr. 
Robotnik's Mean Bean Machine (Puyo 
Puyo to anyone who isn't blind); and, 
last but not least, Sonic Spinball. 

As far as the specifics are concerned, 
the Gamecube conversion of each title 
won't be tarted up in any way. The 



games both look and sound as they did 
originally, which will surely please 
faithful purists. The only obvious 
downside is the mystifying absence of 
Sonic CD. arguably one of the most 
under-played yet finest Sonic games in 
existence. This is even more annoying 
when you consider that Bean Machine is 
already on GBA, while Sonic Spinball, not 
content with being complete rubbish, is 
already set for release on GBA too. 

Still, this is easily forgiven with the 
news that the superb Sonic Advances 
sequel is looking and playing beautifully, 
and chuck in the promise of the 
Dreamcast's original Sonic Adventure 
making its way to GC too and Sonic fans 
have got plenty to look forward to. CE 




c 



.*, 



%w 



PAID TD SMILE 

How's this strike you for a killer summer 
job? Fifty lucky Americans have been 
employed by Nintendo as part of their 
summer 'Street Team' - a band of 
plucky Nintendo fans who will spend 
their days wandering around 'malls' 
with Nintendo consoles strapped to their 
bodies. Some will have to walk 
around with a 15" hat- 
screen telly strapped to 
their chest and a GC * 
dangling from their 
waists, while yet others 
will sport utility belts 
holding GBAs. No doubt 
Nintendo arranged plenty *" r A 
of insurance for the 
inevitable wedgies and 
beatings these fashion 
casualties will take in the 
line of duty. Their mission 
is to spread the Way of 
Nintendo to everyone 
they come across by 
stopping and cajoling 
them to play with their 
kit. Employees earn a 
healthy $100 danger 
money for a day's ^ 
gaming. 
Ker-ching! 







POKEMON RETURN 



New monsters, old 
danger for Nintendo. 

ou have to laugh. According 
to the woefully OTT press 
release, players of the new 
Pokemon games will - it 
says here - "be able to experience a 
brand-new world bathed in the most 
glorious graphics seen on a handheld 
console". Have they actually seen it? 
Clearly not. Breathtaking fibs aside, 
though, whether the classroom- 
disrupting whirlwind that ravaged 
Europe three years ago will prove to be 




as influential on parents' pockets as 
before remains to be seen. Although, to 
be honest, it's practically guaranteed 
that the new instalments will boast a 
massive adventure, bucketloads of 
strategic depth, and hour upon hour of 
gameplay for your money. 

Taking the familiar same-but-different 
twin-title approach. Pokemon Ruby and 
Pokemon Sapphire's new features 
include a wealth of new trainers, 100 
new monsters to catch, and most 
intriguing of all, the ability to throw two 
pokemon into battle for a more 
engaging and challenging fighting 
experience. Apart from that, expect 



B 




© I ! LlillBB. 1 k-i 

A Time for a spot of fishing? Anyone? 

substantially bigger environments and a 
larger cast of characters to make 
exploring all the more enjoyable. 
Unfortunately, there's still no specific 



A Team tag battles! A great new feature. 

release date - 2003 is all Nintendo had 
to offer - and no word as to what kind 
of GC cross-pollination will be 
implemented. More as and when. CE 



GAHE EYE DELAY 

Rumours from Jap3n suggest the GBA 
Game Eve - the next-gen version of 



the Game Boy Camera - ajon't be 
released anyuiher-e until summer- of 
2003 at the earliest. He hadn't 



heard of a confirmed released date I DQ THEY KNOW WHAT A GAHE IS? 
anymay, so there's plenty of time j US retailers' group VDSA dished out 
to start saving your cash, prizes for the year's best games, 



ujith a shock winner in the Gamecube 
category. Tony Haiuk's 3 Balked anay 
sith it, despite being a conversion 



of an old PS2 game. GC originals 
Sm3sh Bros and Luigi rcer-e among the 
losers. Pi km in iasn't nominated, 



32 NBC ISSUE 71 



h 



L 




A Turn to page 52 oF this very issue to read all about Mario's latest watery escapade. 



t's every Nintendo loyalist's 
worst nightmare. After 
enduring the most painful 
software drought 
imaginable during the N64's turbulent 
lifespan, Gamecube owners hoped their 
brand-new console wouldn't suffer the 
same problems. Now, just three months 
down the line, quality software seems 
to be drying up, and concern that 
we're in for a repeat performance 
has been widespread. So how can a 
relatively new machine be suffering 
such problems already? Is it lack of 
third-party support? Could it be poor 
distribution? Or is it lazy developers? 

DRYING UP IN THE HEAT 

In truth, it's none of the above - in fact, 
it may only come down to one very 
simple reason: the summer isn't the best 
time to put out games. As we've seen 
over the last year, Nintendo have 
courted more than their fair share of 
third parties, and just a cursory glance at 
the year's release schedule is more than 
enough evidence towards Gamecube's 
overwhelming software support. A 
closer look at the year's glut of games, 
however, reveals that despite there 
being a huge amount of titles due for 
release, the spread from month to 
month is far from even. Take the 
summer, for example. For July and 
August this year there are only fen 
games due to hit store shelves. On the 
other hand, autumn tells a different 
story, boasting a staggering 61 for 



September and October, with a further 
50-plus set For the winter months. 

The summer months - tourism aside 
- are traditionally slow for all industries, 
not just the gaming one. In effect, it's a 
winding-down period before companies 
start to pile on the pressure for the big 
push around Christmas - a more worthy 
and Far more financially rewarding time. 

More specifically, these are slow 
months for all areas of the industry - 
and it most certainly isn't Gamecube- 
specific. Families go on holiday, the 
weather is (well, supposed to be) much 
better, and so the idea is that people 
tend not to spend as much money on 



the console launches this year, there is 
increased competition for a publisher's 
game to be a huge success, as 
developing for new technologies costs a 
substantial amount oF money." 

With so much at stake, and so much 
capital going into games development, 
it's understandable that both publishers 
and developers want to try to reclaim 
their investment. Not only that, but it 
allows developers to spend the summer 
fine-tuning their titles. The run-up to 
Christmas is a crucial time, especially as 
far as increasing an 'install-base' 
(industry-speak For the amount of 
system owners) for a console is 



WORTH 
THE WAIT? 

Only a month after you 

read this, talk of a games 

drought will be forgotten. 

Turok, Metroid, Mario, 

Timesplitters 2, Eternal 

Darkness, Resident Evil 

and Starfox Adventures 

are all due for release. 

During the run-up to 

Christmas, Gamecube will 

have a fantastic wealth of 

enticing console-shifting 

titles - five of which are 

only available on 

Nintendo's machine. With 

countless new quality 

third-party offerings 

filling the genre gaps that 

GC currently has, there's 

more than enough 

gaming to bolster your 

Mario Sunshine play time. 




SOFTWARE SEEMS TD BE DRYING 
UP, AND CONCERN THAT WERE IN 
FDR A REPEAT PERFORMANCE 
WOULD BE UNDERSTANDABLE 



entertainment that keeps them strapped 
to their sofas. With this in mind, it isn't 
exactly keen business sense to release a 
big-name game in a climate where the 
vast majority of the public aren't looking 
to buy games en-masse, and it's for this 
reason that you find certain titles 
slipping down the calendar into autumn. 

CHIRISTMAS PRESENCE 

"Sales are traditionally higher in the run- 
up to the Christmas trading period, and 
publishers naturally want to sell as many 
games as possible," says Jo Taylor, PR 
Manager for EB and Game. "Following 



concerned. In order to sell any platform, 
it's wise to have as many recent big- 
name titles on the shelves as possible in 
order to attract punters to a particular 
machine - and in this respect Nintendo 
and third parties have got it spot-on. 

So, with a more-than-healthy line-up 
for the latter part of the year, the current 
'drought' isn't so much to do with a lack 
of games as it is to do with existing titles 
being strategically timed in order to 
make the most money - which, love it or 
hate it, is vitally important to the survival 
oF the console and the companies 
developing for it. Panic over, eh? GE 



SONIC TO BUY RAYHAN? 

After years f snapping up smeller- 
softsare houses- troubled French gases 



giant Infograses could be up for sale* 
■ith Sega end EA among the aore likely 
potential buyers. Other possibles 



include Microsoft, Activision, THQ and 
(not a chance/ Be'd say) Nintendo. 
Ue'll believe it «hen ae see it. 



SEPTEMBER 2DD2 NGC 33 




"Unlike in GTA, you're unlikely to be spraying bullets around" 



I DISAGREE WITH MOST WANTED? Then email us at ngc@futurenet.co.uk or write to us at 

NBC, 30 Monmouth Street, Bath. 8A1 2BW and tell us the three games you're most looking 

| forward to. Every month, we'll tally up the scores on the doors and change the list accordingly. 



B 



gg2, ^asa sssa eesa ess 



pssa E231 E23 




VIEWED 

At last! Mario Sunshine hit 
Japan and on page 52 we 
deal you in with the first 
review. Twelve pages of the 
best and funniest writing by 
a Welsh 'person' you will 
have ever read. Unless 
you're one of the 
unfortunate few who have 
had the chance to see 
Geraint's CV. 



* T20 



aRUK 

2DD3 



r*^ ■ 






, 


f* 









2DD3 



Esa Bsa ssa rasa i^a^ 

THE 

LEGEND 

OFZELDA 

We told you: it's been a 
month since the new 
Zelda was unveiled to 
the world and we're 
still recovering from 
the fallout. Cynics will 
argue that its only 
undergone a visual 
change, that, at its 
heart, beats the same 
game we played in 
Ocarina of Time. But 
they're wrong. This'll 
deliver the brilliance of 
the N64 Zeldas, plus a 
i 1-1 *3 wealth of new genius. 

You're going to love it. 



2DD3 



PERFECT DARK ZERO 

H JAPAN 

2DD3/D4 2QD3/Q4 2DD3/D4 
As-yet unconfirmed super-sequel Rare deny exists 
but which we all know is taking shape at their 
Twycross HQ. Rumours of reported problems have 
been quashed by those in the know, and if this first- 
? person shooter is even half as good as Perfect Dark 
on N64 this'll be the premier Camecube gun game. 



SOUL CALIBUR 2 



.' p% bMus a japan 

£j ZDD3 ZDD3 2QD3 

The original Soul Calibur on Dreamcast was 
probably the best 3D beat-'em-up ever - which 
bodes well for this sequel, coming to Gamecube 
early next year. Early versions look incredible, while 
the arcade version is exceptional. And shots coming 
out of Namco suggest things are about to get better. 

fX RESIDENT EVIL ZERO 

] HEUK HUS H JAPAN 

1 ZDD3 NDV SEPT 

1 Like the look of the newly jazzed-up Resident EviP. 
Well, start weeping at the sight of the Gamecube- 
only Resident Evil Zero, built from scratch on 
I Nintendo's dazzling purple box. A prequel to the 
\\ original Resi, this includes new features, characters 
/ and resolves Umbrella's origins. See it on page 14. 



Quite simply, the 25 most 
anticipated games on the 
Cube in your opinion... 

~~| MARIO SUNSHINE 

SEPT 27TH AUG ISTH JULY 

Although the team is relatively small - and 
proceedings unlikely to stretch gamers past the ten- 
hour mark - this already looks immaculate and, as 
with anything Mario, it plays immaculately. Best of 
all, it's being lined up for a too-good-to-be-true 
September release here. Check out Mazza on p52. 

MARIO KARTGC 

*?'■* i ue -m i ic w 



2DD3/D4 2DD3/D4 ZDD3/D4 

k Still a way off, and disappointingly absent at E3 

even in video form, Mario Karfs Cube debut exists 
only as video so far - at least outside of Nintendo of 
Japan. Inside, Miyamoto's minions are busy building 

-~- - a sequel to the N64 outing - a game we're still 

playing in the office every. . . single. . . lunchtime. . . 

* METROID PRIME 



JAPAN 

XMAS NDV 2DD3 

You can only marvel at what Retro have done with 
Metroid Prime. Six months ago, the brilliance that 
we saw at E3 would have hardly seemed possible - 
'.J^j now this is shaping up as the key FPS for Gamecube. 
" l Massive, gorgeous worlds, big bugs, bigger guns 
and a real mean streak - get to page 27 for more. 

fc STARFOX ADVENTURES 

MtUK =« D JAPAN 

ZDD2 ISTUCT 2DU3 

Rare's ages-in-development 3D adventure features 
1 the original crew from Starfox - minus Falco - in a 
Ze/do-esque 3D world inhabited by skyscraper-sized 
dinos. Looked and moved incredibly at E3, nicking 
Zeldds battle system and improving upon it, as well 
as dealing us in with some top notch space battles. 



F-ZERO GC 



2D 03 



D iPAN 

2DD3 



Developed by Daytona coders Amusement Vision, 
F-Zero GCis another in a long line of titles Nintendo 
have shifted to third parties. Fortunately, Sega 
know how to handled a racing game, and - through 
unique compatibility to F-Zero Arcade - this will 
offer a new, exciting direction for the series. 



EH FINAL FANTASY 
J Way off all-new fFadventure. 
$MUK es^US H JAPAN 

2DD3 2DD3 2DD3 

— TUROK EVOLUTION 

Sequel-saurus, bigger and better. 
.■US U APAN 

GTH SEPT E3TH SEPT 2TJD3 

~ SUPER MONKEY BALL 2 

More monkeys, more minigames. 

I JAPAN 

XMAS NDV DCT 

WARIO WORLD 

Wazza-only side-scroller. Unusual. 

_x ^us a JAPAN 

DEC NDV DCT 



mxm 

tmml Swec 



II rn COLIN MCRAE RALLY 3 

eet-looking eel-shaded shooter. mimm PlayStation favourite hits Cube. 

4 U iPAN PMUK S *US O JAPAN 

2DD3 2DD3 2DD2/D3 2DD2/D3 2DD2/D3 



' TONY HAWK'S SKATER 4 [PI JAMES BOND NICHTFIRE E£1 DIE HARD VENDETTA 

Same tricks, no time limits. mmm Eurocom delivers more Bondage. faSa This time it's personnel mines. 

l£US U IPAN SMUK ^US CI 4PAN 9MUK tdiOS El JAPAN 

XMAS NDV UNLIKELY NDV NDV 2DD3 NDV NDV 2DD3 



ETIMESPLITTERS 2 
New shooter from ColdenEye bods. 

: ; .* a 

SEPT SEPT UNLIKELY 



ETERNAL DARKNESS 

Scare-fest. Review next month 

mus u 

DCT DUTNDW 2DD3 



1080° 2 EJ% MARIO GOLF 

Mi Powder-filled 'boarding sequel. U Fairway magic with Mazza. 

i5 W U APAN 9MUK a* US U 

2DD3 2DD3 2DD3 2DD3 2DD3 2DD3 



KAMEO 

Change into animals, Rare-style. 

3 ,«US CI APAN 
2DD3 2DD3 20D3 



PHANTASY STAR ONLINE 

Premier online outing for GC. 

_ I e*JS El APAN 

DUTNDW 2DD3 I 2DD3 2DD3 2DD3 I 2DD2/D3 DCT JULY 

WRITE TO... MAILBOX/NGC/30 MONMOUTH STREET/BATH/BA1 2BW OR EMAIL NCC@FUTURENET.CO.UK 



m WWEX8 

h£d New smackdown. See NGC/70. 

'- =*US H JAPAN 

NDV 2DD2 DUT NDW 2DD2 



34 NSC ISSUE 71 




A Shots from Driver 2, a game our very own Kittsy reckons is, "really, really good 

CUBE GETS 
TO DRIVE 

Developers Reflections announce a Gamecube 
version of the third Driver is in the works. . . 



reviously one of Sony's 
unofficial 'exclusives', 
developers Reflections have 
decided Nintendo's 
technology is too good to resist, 
confirming this month that they will be 
bringing the third instalment of their 
multi-million pound Driver franchise 
across to Gamecube in time for 2003. 

Little is known about the game, 
beyond a teaser trailer run as part of the 
DVD Extras section on Reflections' recent 
PS2 title, Stuntman. That game ended 
up being something of a disappointment 
- Driver 3 is unlikely to follow suit. 

DRIVE DFYDUR LIFE 

Pitching you as undercover cop Tanner, 
the Driver games brilliantly replicated 
the thrill of the car chases in films like 
The French Connection and Bullitt, while 
the second in the series also borrowed a 
few ideas from super-violent crime-fest 
Grand Theft Auto, allowing Tanner to get 
out of his car, wander between vehicles, 
then nick off in a new set of wheels. 

It's unclear whether this feature will 
remain intact for the threequel, though 
with the latest PS2 incarnation of CTA 



pushing this concept even further, it 
would seem foolish for Reflections not to 
consider it. In fact, what is most likely is 
that the opportunity to move between 
cars will be played upon more heavily. 
Unlike in CTA, though, you're unlikely to 
find Tanner spraying bullets around, 
given that he's an undercover cop. 

ALL ABOUT LOCATION 

The trailer showed glimpses of the 
game's locations, including immaculate 
digital versions of Istanbul, Miami and 
Nice. Instanbul, in particular, looked 
incredible: at one point the camera pans 
up from the middle of a cobbled back 
street, to reveal a view across the whole 
of the city. The detail is astounding. The 
previous Driver had 40 missions spread 
across Chicago, Havana, Las Vegas and 
Rio de Janeiro, so there's likely to be 
more world hot-spots added to the list. 

Reflections have been deliberately 
vague with regard to a release date, 
preferring to concentrate on quality 
instead of timescale but, given that the 
PS2 version is still likely to arrive first, 
Christmas 2003 is properly the most 
accurate guess. We just can't wait. TW 



FLA/VWN'j 



BAD FOR 
YOURALF 

"Here's one you'll like,' 

says Steve Bowman 

from Bromley. "While 

flicking through 'Home 

and Away - Inside Soap 

Mag', I came across this 

photograph of Flamin' 

AIF Stewart transporting 

a boxful of his stuff - 

which included his 

trusty N64' Great stuff. 

WRITE TO: 

LAKITU'S LENS, NBC, 

30 MONMOUTH 

STREET, BATH, BA1 

2BW 

Entries sent with picture 
evidence will win a 
Gamecube game. . . 




The best Nintendo gaming news, first 



MP3 ADD-ON 

Kemco bring you music on the move. . . 



It's about time. We actually saw 
this little gizmo at E3, but there 
was no word as to its planned 
release date. Now there is. 

Attaching itself snugly to the 
back of your GBA via the 
cartridge slot, the device allows 
you to play and record your 
own MP3 music. The unit 
comes with headphones, a mic 
and an 8Mb flash card that can 
store up to a paltry 16 minutes 
of music. Thankfully, you can 
upgrade the card to a higher 
memory bracket for a little 
extra cost. Out in Japan in 
October, there's still no word 
on a release over here. GE 




VIRTUAL 
REALITY 



NINTENDD GAMING MDMENTS CDME TRUE'. 



| DID YOU KNOW? Gene Hackman. street-tough star of The French Connection, recently beat someone's face in for 
real after he was provoked during a road rage incident in LA. His agent said. "Gene thought it was funny, really". 




THE TEST 

Positioning 
himself in the 
middle of a large 
and very dark 
room, Geraint 
stares into 
space, not once 
blinking, far 
three days in an 
attempt to slide 
into insanity... 



RESULT 

An inability to 
Inok at anything 
brighter than a 
candle for 
several weeks. 
Involuntarily 
dribbling. 



«V»VT 




PS1NGT 



RACERS 



„n the two don t mix. 
reason the two ga mes. 

Import games are N1^9 



THE VERDICT YOU DESERVE 



s* 



T 




i\\\ 




TT 



i 



&, 



a 



^ 



SUPER MARID 
SUNSHINE 

Bingo! It didn't arrive for launch but, finally, Mazza arrives on the 
Cube - this is the verdict you've been waiting for. 













F120D2 

F1 arrives on the Cube - but is EA's latest 
licensed sporting extravaganza the sweat- 
addled racer we've been after? P3B 



MEET THE NSC TEAM 



When Mario finally arrived in the office, the team 
celebrated in their own, very personal, way. . . 




SOLDi 



TIM 



"Let me out of here! 
Let me out! I demand 
to be let ouyou have 
performed an illegal 
operation you nave 
performed an illegal 



JUD 

"I drove my 1-72 tank 
round Asda car-park," 
saysjud, "while the 
grannies I'd stuck to 
the side with sellotape 
clung on for dear life. " 



KTTTSY 

"I now proclaim 
hunting season open,' 
trumpeted Kittsy. "So, 
anyone want to go 
huntin'? It'll just be 
you... and me..." 



GERAINT PAUL 



"I've decided that 
Mazza's return should 
signal me FINALLY 
applying for refugee 
status in England, " 
reckoned Ceraint. 



beeeeeeeeeeeeeeep. . . 




DAN 



"Thought it might be 
appropriate to get rid 
of my Hitler hair this 
month. I mean, Mazza 
doesn't want to see 
that. Does he, loves?" 



Bickham - unavailable Deadly quiet writing "Hi, kids, Phil Collins 

for comment due to a assassin Phillip said, to here. A little piece of 

new shiny forehead celebrate Mario's new advice: don't take 

incident - celebrated game, he'd shout drugs. Anyhow, thanks 

by investing in some really loud. This is for all your support 

casual slacks. what happened: &». with Sussudio. " 



SEPTEMBER 2002 NSC 37 




A high-octane racer? Or is this just the pits? 



INFD 


BURST 


DEVELOPER 


EA SPORTS 


PUBLISHER 


EA 


PLAYERS 


1-4 


MEMORY CARD PAGES 5 


RUMBLE FUNCTION YES 


CBA LINK-UP 


NO 


DISCS 


1 


ONLINE PLAY 


NO 


WHEN'S IT 




OUT? 




Out in the UK 


\m J* 


right now, and 


IJF ^9 


on import if 


it *&?. 


you like that 


II -,-ea— . 


sort of thing. 


XWr^d 


COST: £40 


ytK^ 



GET INTO THE GAME 

The drive of your life, got to quicker... 



QUICK RACE 

Can 't be bothered with all that car- 
tuning jiggery-pokery? Really couldn 't 
care less about practising? The Quick 
Race is for you then - it's where 
you'll Find the most accessible portion 
of the game, offering arcade- style 
thrills and that helpful Speed Assist 
mode set to default. 

CHALLENGES 

If you want to race in the proper 
Grand Prix with the big boys, though, 
you'll have to pass the challenges 
first - which are both excruciatingly 
tricky and downright irritating. 





ell, after two exceptional 
Paradigm-developed F1 
games on the N64, it was only 
a matter of time before 
gaming behemoth EA stole 
away the rights to yet another key sporting 
licence - and, in paying out gazillions of 
pounds for the pleasure, managed to do a 
similar job on Fl 2002 as they've done on all 
their biggest, most lucrative sports brands. 

ANOTHER YEAR... 

We're not insinuating that F1 2002 is 
anywhere near as bad as the loathsome FIFA 
2002 but it doesn't half whiff of EA and their 
almost robotic reliance on hitting release 
dates rather than hitting any kind of quality 
control. After playing through their most 
recent game, the brilliant SSX Tricky{not 



LDDDAAAAADD 
DDODDDIIING... 

This is the first thing that'll 
get on your nerves. Every 
track takes forever to 
load, and it seems as 
though you're required to 
wait for every conceivable 
selection to appear. Quite 
what's going on we don't 
know, but it's dear that 
F1 's loading times 
threaten to crush your 
very soul with every 
button press. A hideous, 
unforgiveable error. 



38 NBC ISSUE 71 



F12DD2 

Start your engines for the Cube's first F1 racer 



MODES TD BET YOU MOTORING 

Interested? Here's what you'll be spending your money on. 




QUICK RACE 

Definitely the most entertaining. Playing 
much more like an arcade racer, this is 
fast, furious and instantly accessible to 
anyone with half-decent motoring skills. 
Unless you happen to be an actual 
Formula 1 driver, this option offers the 
most thrills. 



MULTIPLAYER 

Four-player is normally good fun no 
matter what game you're playing, but 
unfortunately, in this case it's pretty 
painful, thanks to the appalling frame- 
rate. Racing on the Monaco circuit with 
two players, let alone four, is nothing 
short of dismal. 



GRAND PRIX 

This is the main meat of the game. Here, 
you can customise a championship, 
compete in a full Formula 1 season, or just 
indulge in a one-off race. Mastering the 
harder Simulation mode will keep Fl 
enthusiasts happy for many months to 
come, but you have to put the hours in. 



TEAM-MATE 
CHALLENGE 

777/s falls under Grand Prix, and for all 
intents and purposes plays in exactly the 
same way and offers the same kind of 
pre-race options. However, this time 
you're not really racing for points: you just 
have to beat your team-mate. 



DOMINATION 

As simple as the name suggests, you have 
to dominate an entire championship 
season by coming first in every race. This 
is the last of the unlockoble Grand Prix 
modes, requiring you to rack up 80 per 
cent of the challenges - nearly as tough a 
task as the mode itself. 




A Drive through the gravel and you'll send dust billowing 
into the air - which oddly doesn't appear in your mirror. Hmm. 



licenced, of course) we were quietly hoping 
that this might turn out okay - but it seems 
their licenced sports games work very 
differently to their other titles, sports or 
otherwise. This isn't shoddily put-together 
but it does demonstrate that they may lack 
the urge to produce anything with any 



the answer 
lies in the fact 
that this is, at 
heart, a straight 
PS2 conversion. 

At the front end 
are all the usual 



IN ORDER TD START THE GRAND PRIX 
PROPER, YOU HAVE TO COMPLETE 
NO LESS THAN FIVE CHALLENGES 



semblance of craftsmanship at the expense 
of something that hits a release date close to 
a major sporting event. Timing is important, 
of course, but the F1 season had started a 
long time ago, so what's the hurry? Maybe 



options: Quick Race, Multiplayer and Single 
Player. Single Player is where you'll find the 
Grand Prix, so it's here that you're likely to 
start, but before you get to race in a full 
championship there's an extensive 



Challenge mode to get 
to grips with. In order to start the Grand 
Prix proper, you have to complete no less 
than five challenges, getting at least bronze 
medals or above. In addition to the Grand 
Prix mode, there are also Team-Mate 
Challenge and Domination modes to unlock 
by completing further, more difficult 
challenges - we'll explain those a little later. 



RACING BY NUMBERS 

As per usual, the Grand Prix kicks 
off with you choosing your driver, 
which (as the licence suggests) can 
be picked from this season's roster 





A Unless you endure the 12-lap qualifying stage you'll start 
right at the back of the grid. Not a good position for a win. 



SENNA- SATIONAL! F1 legend, the late Ayrton Senna, was once stopped for speeding by local 
rozzers, who greeted him with a sarky 'who does sir think he is. . . Ayrton Senna?" No. really! 



SEPTEMBER 2DD2 NSC 33 



"Disappointingly, Fl 2002 looks absolutely terrible" 




GETTING THERE 

As always, pit-stops and fuel 
strategies are an important part of 

any race. This time around, 
however, driving into the pit 
lane requires a little more 
interaction than just watching 
the CPU take control once 
you've managed to bump your 
way into the lane. Once you're in, 
you have to react to button prompts. 
The faster you do so, the less time 
you waste in the pits. 





A All the tracks are faithfully reproduced, which will please F1 fanatics - 
the frame-rate in Monaco, however, won't please anyone. 




A Get too eager with the revs at the 
start and you send smoke billowing. 






A The rather disappointing result of 
colliding with a wall at 200mph. 



A He might be a cheating F1 robot with a head like a gnarly potato, but he sure keeps his 
helmet nice and polished. They don't call him The Schu Schine Boy for nothing... 



oF petrol-heads. When you start 
your first race you can choose to 
qualify over 12 laps, tune your car 
up, practice on an empty track, or 
just jump straight into the back of the grid 
without qualifying. Once the decision has 
been made, it's time to set yourself up for 



that EA have even tried. The only graphical 
treats in place to enrich the experience are 
rain effects and wet roads (with water 
splashing on your windscreen and off your 
tyres), dust being kicked up every time you 
leave the track, glare from the sun, and dirt 
being slowly cleaned off your tyres as you 






THE LDADINB TIMES APPEAR TD 
HAVE BEEN PORTED FROM THE PS2 
ALONG WITH THE REST OF THE GAME 



one fairly sizeable disappointment. Because 
Fl 2002 looks absolutely flippin' terrible. 

Unforgivable jaggies, poor textures, bland 
scenery, laughable spectating 'crowds', 
dodgy resolution, unimpressive car models 
- there's absolutely nothing here to indicate 



drive on the track - and that's pretty much 
it. There's nothing in the way of trackside 
objects, no abundance of circuit personnel, 
no helicopters in the sky - nothing. It's just 
drab corner after drab corner and all in front 
of a static, cardboard cutout backdrop. To 



Quite a neat feature that 
makes getting ahead in 
Grand Prix mode much 
easier. In the option menu 
you can use Speed Assist, 
which uses the gears to 
speed up and slow down 
your car for you at 
corners. You still have to 
take control of the brakes 
and accelerator, but it 
helps take the edge off 
things when the going 
gets tough. 



40 NSC ISSUE 71 



BUTTON FROME! Popular boy-racer Jensen Button used to drive for a Kart-racing team in Frame. 
| How do we know? Because Frame boy Paul used to do his mum's paper round. Or did he? 



F12DD2 

Start your engines for the Cube's first F1 racer 



PASS YDUR DRIVING TEST 

Challenge mode makes you learn basic and advanced skills. 
Finish each challenge within the minimum time limit to progress. 




NICE N' EASY 

Simple. This is your basic introduction to starting and stopping. Simply 
accelerate as fast as you can and then stop within the designated zone. 



SPEED AND STEERING 



AHEAD DF THE WEATHER 



Again, not too tough. You 'II be required to tackle standard corners, hairpins Things are getting a little tougher now. Here you hove to beat tough 
and chicanes, or combinations of all three. corners or sections of track in wet or variable conditions. 




TYRE TESTING 



Nasty. You'll be asked to tackle tough turns in torrential rain using dry 
tyres, or vice versa. Being too violent with the analogue results in failure. 



DAMAGE CONTROL 



Things are certainly heating up! You'll have to try to make it back to the 
pits after an oil leak without blowing your engine. Keep those revs low. 



HOT LAPS 



Using all the knowledge you've just learned, you have to finish a number 
of laps in the allotted time. Finish this and you 're ready for the big time. 



top it all off, even the replays look awful - 
the one thing developers can normally get 
to look good only succeeds in accentuating 
FTs ugliness - while the frame-rate dips 
alarmingly in the kind of detail-free places it 
shouldn't do. Especially on the Gamecube. 
Just to make matters worse, the loading 
times seem to have been ported from the 
PS2 along with the rest of the game - 
they're excruciating. Anyone would swear 
the game was loading super-high resolution 
works of artwork to line the track with. 

IT'S NOT ALL BAD 

But, of course, looks aren't everything 
(though, with EA games, you can normally 
guarantee it's the one thing they get right) 
and, as a game, it just about manages to 
pull through - as long as you're not 
expecting too much. It's a competent game. 




GEARED UP 
FDR SUCCESS 

No F1 game could possibly 
come without the option 
to tinker with your motor. 
You can tune up pretty 
much every aspect of your 
car - but the presentation 
in F1 2002 is pathetic. 
There's not even a spindly 
wireframe model of your 
car, just a list of choices 
and a numerical value to 
go with it. Come on, EA - 
this is usually the part of 
the game you get right. 



about as middle-of-the-road an experience 
as you could expect. No bells, no whistles, 
nothing. To begin with, there are two 
Handling types: Normal and Simulation. 
Normal - as you wouldn't expect - is very 
forgiving, allowing even five-thumbed 
freaks to race half-decently. The game even 
assists with your car's speed, making hairpin 
turns, chicanes and the like a doddle to 
negotiate. The Simulation mode, however, is 
the exact opposite. It's a slip-sliding, thumb- 
blistering traction-control nightmare that 
really tests your skills behind the wheel - 
and as frustrating as it is to begin with, it's 
here that Fl begins to redeem itself. 

As annoying as it can be at first, the 
Challenge mode actually helps a great 
deal, especially if you really want to get 
your teeth into the trickier simulation 
side of things. It breaks down pretty 



much every racing scenario into two-minute 
bite-sized chunks, such as negotiating a trio 
oF corners in the wet, or practising hairpins 
and chicanes. While 
this might seem like a 
waste of time, it 
allows you to get to 




SEPTEMBER 2DD2 NGC 41 




"As annoying as it can be, the challenge mode helps a great deal" 





A Every so often the CPU cars are 
prone to spectacularly bad driving. 





A Entering the pits is only ever 
necessary on the longer races. 



A You can, of course, drive down the track the wrong way. Which means... okay, so we were bored, and we 
just wanted to see how much chaos we could cause. Which wasn't much. So we raced the right way instead. 



:rec 

SUIS! 







42 NBC ISSUE 71 



F12DD2 



Start your engines For the Cube's first F1 racer 




When you put the disc in 
your machine and start 
playing, the chances are 
you won't be too 
impressed to begin with. 
Stick with it, though. 
Things do start to get 
better. Honest... 



6 6 B ID 12 14 IE 18 
LIFESPAN (HDURS) 



LOW POINT 

Ugly as sin 

Visually, F1 2002 is 
unimpressive, and 
the bland, 
unexciting 
atmosphere in 
general makes it 
very difficult to get 
involved. 



TOYOTA 




A Battling through the pack can be very rewarding 
when you get used to the harder settings. 



A Quick Race is great if you're a cheat, as you can 
gain positions through some cheeky off-road antics. 



A Checking your rear-view soon becomes an 
obsession as you attempt to keep the pack at bay. 




grips with the finer points of using 
the racing line, overtaking, 
steering and braking, so that by 
the time you enter a Grand Prix, 
you'll have a better understanding of how to 
get around the track most effectively. 
That's not to say it's easy. Once you start 



mere sight of league tables and gear-ratio- 
and camber-tweaking screens makes you 
drool, you'll love this - it's not brilliant, but 
it's good enough (and it's the only option F1- 
wise, for the moment at least). In its favour 
F 1 2002 offers both substantial depth and a 
steep enough challenge to keep racing 



F1 OFFERS SUBSTANTIAL DEPTH AND 
A CHALLENGE BUT CERTAINLY ISN'T A 
HIGH-SPEED, NDN-STDP THRILL RIDE 



ramping up the difficulty level to test 
yourself even more, Fl 2002 becomes more 
meticulous in its demands - so much so that 
every poorly taken corner becomes 
seriously detrimental to your standing. 
If you're an F1 nutcase, then, and the 



purists and sim-heads happy. Unfortunately, 
this kind of precision driving has one major 
downside - its accessibility. If you crave a 
high-speed, non-stop thrill ride like Burnout, 
then you need this game like a hole in the 
head. You can't cut people up (much); you 



WHAT A HERO! Moustachioed housewives' favourite Nigel Mansell recently managed to land 
his private plane at Exeter airport blind in heavy fog after the instruments failed. Smooooth. . . 



WEATHER FX 

Graphical tricks are few 
and far between in F1, but 
one of the nicest and most 
subtle is when the weather 
changes gradually. As you 
race spots of rain hit and 
run down the windscreen 
while the track gets more 
slippery as time goes by. 
You'll hardly notice it until 
a lap later, when the cars 
ahead start spraying 
water all over the shop 
and puddles have settled 
over the course. Neat. 



can't take shortcuts over the grass; you can't 
keep your foot down and let the barriers do 
the steering for you; nor can you smash the 
opposition into oncoming obstacles. You 
can't even do more Fl-like things - where 
are the spectacular crashes, for example? 

As a result, it's difficult to recommend this 
to anyone other than those of you who only 
play Simulation. If you just want to hare 
around unhindered, pick a word from this 
list: bland; frustrating; dull; uninspiring. This 
isn't going to have you on the edge of your 
seat - surely the point of F1 games. 

Sadly, because of this problem, there's 
little incentive to trawl through the game's 
harder modes and improve your skills - 
mainly because playing isn't enough reward 
in itself. With this in mind, we suggest even 
F1 fans approach this with some caution. 

GERAINT EVANS 




■ Deep and tough. 

■ Loads of challenge on 
the harder settings. 

■ Goes pretty fast. 




■ Dull for non-F1 fans. 

■ Visually poor. 

■ Hardly any extra bells 
or whistles. 



IF YOU 

LIKE THIS. 

Burnout 

Acclaim 
NEC/67 86% 
A different driving 
proposition - but the 
best on offer so far. 



,z?y ; 



m ' 



VISUALS 



There's no excuse for 
jaggies in this day and 
age, especially on GC. 




Functional - the FX 
aren't stellar, and the 
commentary can be dull. 



MASTERY 



It looks like a PS2 game 
- but the GCs no PS2. 
Another lazy port. 



LIFESPAN 



F1 buffs will love it, but 
everyone else will get 
bored very quickly. 



VERDICT 



Unfortunately, the 
simulation mode in 
this ugly duckling is 
the only thing worth 
bothering about. A 
real disappointment. 




SEPTEMBER 2DD2 NSC 43 




UKU 



"The idea is to rotate the cube so the second cow lands on the first" 




Zl 






CUBE 



CUBE GAME 

This little fellow is what the game's all 
about. Rotate him - each side is colour- 
coded, which helps a little - to catch 
the animals that fall From the sky (and 
From beneath, and the sides). 



An original puzzle game is always nice to see, but is this Tetris 
with udders or simply a pile of old hooves? 



INFD 


BURST 


DEVELOPER 


PUZZLE KINGS 


PUBLISHER 


ACCLAIM 


PLAYERS 


1-4 


MEMORY CARD PAGES 2 


RUMBLE FUNCTION YES 


CBA LINK-UP 


NO 


DISCS 


1 


ONLINE PLAY 


NO 


WHEN'S IT 




OUT? 


_•"«« 


Out in the 


I <fi&@r 


States now, 


^%m 


later on in the 


J£jM 


month here. 


Jt<& 


COST: $40 


§4£££ "- 


(*28) 


!- , -' 




emember when you first 
played Tetris on the Game 
Boy? Remember the time- 
eating, day-wasting, life- 
devouring addictiveness? 
Kittsy's hands - and, arguably, brain - have 
yet to recover. Tetris was, and still is (if you 
discount recent update travesties from the 
likes of THQ), a thing of wonder. And that 
affirmation can be transferred to a whole 
host of puzzle games - if they're any good. 
Because puzzlers can ensnare your brain 
like no other game. Sure, the freedom 
engendered in Super Mario 64 plastered a 
smile right around your head, and Zelda 
immersed you in a world like no other, but a 
decent puzzle game is simply entrancing, 
sucking you into 'the zone' and reducing the 
cognitive functions to a blissful level of pure 
instinct and reaction. There's very little 



actual 'thinking' involved, even though the 
strategies and tactics would suggest 
otherwise. Puzzle games, in short, can be 
some of the most magnificent examples of 
the games we call video. Which brings us to 
Zoocube, a game that gets the basics right, 
but manages to trip itself up with an overly- 
fiddly three-dimensional mechanic. 

Taking a cue from the not-bad Tetrisphere 
on N64, Zoocube asks you to puzzle in 3D 
(there's also some nonsense concerning 
freeing animals, but disregard it, as creating 
a plot for a puzzle game is a redundantly 
stupid concept). The idea is to rotate a six- 
sided cube to 'catch' falling animal-based 
shapes, which arrive from different 
directions. There are plenty of different 
shapes, all based on different animals, and 
you've got to match the corresponding 
ones. So if you've landed a cow, and another 



MDDETRIP 

There's 12 different game 
modes in Zoocube, from 
the regular 'classic' mode, 
to Knock Out (where you 
try to whittle down pre- 
existing stacks) and the 
Blind mode, where 
everything has lost its 
colour and you've got to 
recognise the animals by 
their shapes alone. Which 
is tricky given that they 
don't actually look like 
animals at all. . . apart 
from the cow, er, thing. 



one is coming From a different direction, the 
idea is to rotate the cube so the second cow 
lands on the first. Pretty simple stuff. 

STACK ATTACK 

Given that the animals stack on top of one 
another, there's a function enabling you to 
cycle through the shapes, so you can bump, 
say, a camel to the top if you've got another 
one dropping from the sky. However, simply 
stacking the shapes for the sake of it isn't all 
there is to it; there's also a quite exhaustive 
list of power-ups - or Goodies as they're 
known here. Match enough animals of the 
same ilk, and you'll get something useful, 
like a green coin, worth fifty points (getting 
a high score, obviously, is the name of the 
game). There are also all kinds of bombs 
which rearrange your stacks of animals by 
blowing out a shape at a certain point in the 



46 NGC ISSUE 71 



ZDDCUBE 

Tetris - if it was made by Terry Nutkins 




A The backgrounds are uniformly pretty and varied, but they're just, well... backgrounds. 

HILARIOUSLY. WHEN YDU MATCH 

SHAPES A RUBBISHLY ANIMATED 
ANIMAL HEAD APPEARS, MAKING 
THE APPROPRIATE ANIMAL SOUND 



stack, or there are Mutators, which speed 
things up or slow them down, or generally 
monkey around with shapes. Indeed, there's 
loads of objects to find that have a different 
effect, and given that there's 36 animal 
shapes, that's plenty to uncover. In the four- 
player game the bonuses allow serious 
amounts of opponent-nobbling. 

ANIMAL TRAGIC 

So, it all sounds like a solid, well-thought-out 
game, and one that's agreeably different in 



style. But despite looking refreshing and 
intriguing on paper, Zoocube is ultimately a 
bit of a chore. The presentation is terrible - 
the cube itself is tiny, so it's sometimes 
confusing finding the side you want. And 
given that there are six sides to the cube, 
and therefore six directions that the animals 
can come from, often you end up frantically 
twiddling the analogue stick and shouting at 
the screen as you try to get the right side. 
And the animals aren't animals, but shapes 
coloured roughly like their real-life 



A Can you see the animals? CAN YOU? No, neither can we. Guff. 



counterparts (although, hilariously, when 
you match shapes a rubbishly-animated 
head appears, making the appropriate 
animal sound). Intuitive it's not, although of 
course perseverance breeds a certain 
amount of familiarity. Trouble is, that's not 
really the point: puzzle games should be 
instinctive and essentially straightforward - 
with Zoocube you're having to contend with 
a ludicrous premise, not-very-well-drawn 
animal parts, and the tiny central cube. And, 
worst of all, it doesn't invite you to keep on 
playing. Quite the opposite, in fact. After a 
short time, you tire of its fiddly challenge. 

Because of that, Zoocube can only be 
classed as a disappointment. It's frustrating 
for all the wrong reasons - a huge barrier to 
player-absorption - and it does nothing to 
maintain your interest. Beyond the mooing. 
JES BICKHAM 



MULTI MANIA 

You've got to give 
PuzzleKings credit for 
utilising all the controller 
ports on the front of the 
Gamecube, as Zoocube can 
cater for the full four 
players. This is where the 
Goodie system really 
starts to work, as you can 
really nobble your 
opponent. There's also a 
fairly entertaining two- 
player co-operative mode 
which sees you swapping 
pieces. Not too bad, then. 



The four-player mode is 
the single nod to the 
power of the Cube. 



LIFESPAN 



Persevere and you 
might eventually enjoy. 
But probably not. 



VERDICT 



It's not that Zoocube is 
such a bad idea For a 
puzzler, just that if s 
hobbled by poor 
execution and a lack 
of instinctiveness. 




SEPTEMBER 2DD2 NSC A5 




uKm 



"If you're sick to death of realism. Red Card could be just the ticket" 




RED CARD 

Legs eleven! Do for limbs, don't ever play the ball, destroy opposition 
defences with your studs - and all in a cunning Zidane-like disguise. . . 




INFD 
BURST 



DEVELOPER POINT OF VIEW 

PUBLISHER MIDWAY 

PLAYERS 

MEMORY CARD PAGES 

RUMBLE FUNCTION 

CBA LINK-UP 

DISCS 

ONLINE PLAY 

WHEN'S IT 
OUT? 

Red Card will 
be out in the 
UK by the time 
you read this - 
in the US now. 

COST: £40 





FRIENDLY 

The best initial option: gives you free I 
rein to get used to the nuances of the 
game without the hassle of having to 
worry about the scoreline. 

CUSTOMISE SETTINGS 

When given the chance, nip along to 
this option and see what you fancy. 
Fiddling with the teams' skill levels 
will obviously allow you more time 
and greater freedom to get used to 
the way the game works without 
having to contend with the cream of 
the world's footballing talent at the 
same time. 




ake no mistake about it, Red 
Card 20-03 is built around one 
key gimmick: the ability to 
chop down opponents, Vinny 
Jones-style, without incurring 
the wrath of the referee. Go for the knees, 
go for the groin, go for the chest, even go 
for the head - in this game, no one's fussy 
and no one cares, least of all the officials. 

But if you thought that was all Red Card 
could hope to offer, you'd be wrong: it does 
rely heavily upon its ability to accurately 
animate someone being scythed down at 
full pelt, but it also bolts on a surprisingly 
quick-fire engine and a neat, tidy passing 
game. In fact, EA Sports and FIFA could learn 
a thing or two from watching this in action. 
The decision you've got to make, before 
you pick Red Card up off the shelves, is what 
kind of football game you're after. If it's one 



GOAL! 



DIDN'T EVEN 
SMELL IT 

Goals aren't Red Card's 
strongest suit: most of 
them look pretty much 
identical and, because the 
goalies are generally 
pretty rubbish, even the 
most hopeless of shots 
stands a chance of hitting 
the back of the net. More 
interesting is the ability to 
use the C-stick to curl balls 
from set-pieces. This takes 
some practice but the end 
result is well worth it. 



AS NSC ISSUE 71 



DID YOU KNOW? One or the worst footballing injuries everwas David Susst's against Man Utd on 4th April 1996. The Coventry player's 
| career was ended when he collided with Denis Irwin. It was so bad, in fact, that Peter Schmeichel had to receive counselling after the game. 




RED CARD 2D-D3 

Leg removal and passing combine in Midway's chop-'em-up 




A Set-pieces are fairly simple in Red Card if you master the C-stick. C-STICK! 



A Van Nistelrooy looks like he's been out in the sun too long. Still, can't argue with his treatment 





A You can get away with a lot in Red Card, but the referee won't always put up with your attempts at CBH. 



A The players are deliciously chunky. Some, like Zidane, even look like the real thing. 



SLOW DOWN 

As well as bone-removing fouls. Red Card 
also does a neat sideline in net-shattering 
goals. Get into the area and press and - 

hold L andZ together (default 
controls - you can change it around if 
you like) and the game will freeze up, 
whoosh into a Matrix-style bullet time 
effect (along with heartbeat FX) and 
send a lightning bolt of a strike careering 
towards goal. Only trouble is, it's so easy to 
do that it happens all the time. 




THERE'S NO MISTAKING RED CARD IS 
GEARED UP PRIMARILY FDR 
CARNAGE AND LEAVING OPPOSITION 
PLAYERS NURSING BLOODY STUMPS 


■■ j 


on the wings, as in FIFA, and so games aren't 
ever won using the same tactics. Instead. 
your front players create space and make 
runs, leading to some attractive attacking 
football. In fact, you end up wishing there 
was more on offer than just a basic passing 
and shooting repertoire. With a few more 
moves and flicks, this could have offered a 
genuine alternative to ISS- one with a less 
impressive footballing 'feel', certainly, but a 
better, more enjoyable alternative than FIFA 

KICK AND GUSH 

That said, there's no mistaking that Red Card 
is geared up primarily for carnage. Until you 
become used to the way the passing game 
ticks, you'll find yourself being 
caught in possession constantly 
and, more relevantly, left in a heap 1 
on the floor nursing a bloodied 


that's going to run and run and run, offering allowing use of real player names - quite a 
you bigger and better rewards the more result for a game that pushes fantasy ahead 
you play, your best bet is to seek out ISS. If of everything else. In fact, this is part of Red 
you're sick to death of realism and Fancy Cards charm: seeing shy, retiring players 
something more simple, more linear and, like Zidane or Raul launching themselves 
certainly, more amusing. Red Card could be into waist-high challenges in digitised form 
just the ticket - this, after all, is a game so is entertaining stuff. At least for a while, 
simple it takes mere seconds to master. More surprising is that, as well as some 

tear-inducingly realistic maiming, there's 
KNOW THE NAME also a great little passing game. One-touch 
The first thing that will surprise you about football is a real possibility, and the game is 
Red Cordis that it has a proper FIFA licence, intelligent too - matches aren't played only 


HEAR. SAY 

The commentary in Red 
Card is among the best 
we've ever heard. Okay, so 
it repeats fairly quickly, 
but in terms of quality, it's 
excellent. The main banter 
is performed by Simon 
Brotherton of Radio 5, but 
Chris Kamara also turns 
up for a laugh. It certainly 
beats the muck that !SS 
used to wheel out and 
FIFA's apparent insistence 
on recording John Motson 
and Andy Cray in a cave. 




SEPTEMBER 2DD2 NGC > 



47 




A Whoosh! Hit L and Z and it's time to take the red pill... A The camera swoops round Van Nistelrooy and - BINGO! A The man from Man U hammers home a Finish of note. 



THE CRUNCH THAT COMES WITH 
EVERY TACKLE IS SATISFYINGLY 
NASTY AND THE BETTER YDU GET 
AT TIMING, THE WDRSE IT BECOMES 




stump. Initially this is hugely 
appealing: the crunch that comes 
with every tackle is satisfyingly 
nasty, and the better you get at 
timing tackles - and mastering the ultra- 
violent L and Z combo - the worse your 
opponent ends up getting it. What's worth 
remembering, though, is that the CPU is just 
as adept at tackling as you - even more so, 
in Fact. If you don't learn how to out pass an 
opponent, you might as well pack your bags 



and go home. Such is the emphasis on bad 
tackles that, in some matches, you find you 
are doing, and contending with, little else. 

CRY FREEDOM 

Unfortunately, you eventually become tired 
of being mowed down from behind just as 
you drift into view of the area. Eventually, 
you just wish for a couple of seconds of 
freedom to spread the play, or slice a back 
four wide open with a through ball. Sadly, 



degree of freedom when it 
comes to looking after 
your team. You can 
customise any existing 
side, messing around with 
the stats and increasing 
players' skills in different 
areas. As an example, we 
made Bmile Heskey into a 
decent forward, knocking 
down his defensive stats 
and increasing his 
attacking ability. Amazing. 



Red Cord doesn't allow you to get inventive, 
or try something spontaneous. The passing 
game might be fantastic, but you'll very 
rarely get the opportunity to really use it. If 
you're quick-fingered enough, it can come in 
useful, but against the CPU it's pretty useless 
as they're too good. Against another human 
opponent, it's slightly different, but against 
another accomplished human opponent the 
problem gradually surfaces once again. 

And that's the biggest disappointment: 
Red Card is a thoroughly polished, proficient 
football game, it's just weighed too heavily 
in favour of tackling. Its gimmick swamps 
everything else to the point where you 
gradually find yourself getting narked off. 
Worse, you end up playing it in bursts - 
when the basic game deserves much more. 
TIM WEAVER 



■ Crunchingly violent, 
satisfyingly nasty tackles. 

■ Neat passing game. 

■ Proper FIFA licence. 




■ Simply, too big an 
emphasis on tackling. 

■ Not enough variation 
in goalscoring. 



IF YOU 
LIKE THIS... 

ISS2 

Konami 

NGC/68 83% 
It's not perfect, but 
it's the best football 
game on the Cube. 



■^■'"-Ora. 




N 



VISUALS 



Excellent animation - 
especially in the tackle 
- and realistic players. 



SDUNDS 



Probably the best 
commentary we've 
ever heard. Seriously. 



7 MASTERY 



Technically, it's sound, 
and it all moves at a 
real pace. Pretty good. 



7 LIFESPAN 



You can't avoid the 
tackles. Question is, can 
you live with them? 



VERDICT 



It looks like a one-Crick 
pony and eventually 
ends up being one - 
but, in between, Red 
Cordis a thoroughly 
enjoyable footie game. 




48 NSC ISSUE 71 



Do you 

use 



computers? 



value your eyes and hands? 

. Pock% : -te: ! m ■ So !>CMi 




O 



s policy 




in association with Milo 
^sUi? is pleased to be able to 
recommend to you this exclusive 
offer. For only £26.55 (including tax) pa 
you can have cover for the loss of 
the use of an eye or hand. 

WW WW WV | | -Jr-%* -v ; : : - r ; - 

Contracts for Milo Insurance are managed by Harrison Beaumont (Insurance Brokers) Ltd and are fully under written at Uoyds of London. 






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BD GD BECKHAM 

Platforming Fun with baby Golden Balls? You betcha... 




t's not every month that 
we find ourselves 
voluntarily drawn into a 
third-party platformer. 
We've got so many under 
our desks at the minute that the office 
floor is in serious danger of buckling. So 
it's with some surprise that Go Go 
Beckham - a title we'll admit we dreaded 
the sound of from the minute we first 
heard of it - is actually very good. 

Developed by Denki (the folks behind 
the superb Denki Blocks puzzler), you 
take control of a cartoon David Beckham 
(for it is he), and, armed only with a 
magic football, you leap and kick your 
way around some simplistic platforming 




3SbG 



A This old chap (Bryan Robson?) gives you a brief tutorial at the start to help out. 



end. To open the exit, you have to boot 
your ball into the set number of locks 
hidden away in every level. On your way 
you also have to collect coins, eggs and 



BECKHAM HAS TD PERFORM ALL 
HIS ACTIONS USINE ONLY A MAGIC 
BALL... ITS WELL IMPLEMENTED 



levels. Visually speaking, Co Go Beckham 
is in exactly the same style as Denki 
Blocks, with sweet, simple artwork and 
sprites plunged into some very basic- 
looking, yet wickedly designed levels. 
The premise itself is simple enough. 
You control little Beckham and have to 
run through the levels from beginning to 



gems, while defeating the many enemies 
roaming around. The catch though, is 
that all these actions, bar jumping, have 
to be done with Beckham's magic ball. 
This acts as both a weapon and a means 
of bashing through blocks and 
collecting... erm, collectable things. 
So why do we like it so much, then? 



Hard to say. It's very simple in design, the 
ball-control aspect, while not exactly 
new, is well implemented, and it adds an 
innovative slant to the game as a whole. 
More importantly, though, after just a 
few minutes you'll be unable to tear 
yourself away from it, mainly because it's 
so smooth and so much fun to play. 

So if you consider yourself something 
of a platforming aficionado and are sick 
of the Raymen, 
Spyros and 
Crashes of this 
world and fancy 
getting back to 
basics, then this 
is definitely 
worth a look. 
Very nice. 




DID YOU KNOW? England captajn David Beckham wears a new pair of football boots for every game he plays. Each 
time it sets him back 300 quid. Expensive for us plebs, but for a guy who earns £80.000 a week, pocket change. 




HiUKI:J=t T JI=47J 

This month's sack o' GBA games dumped on two pages 




A Landing allows you to refuel before taking off for another assault. 



A Take out tanks quickly to avoid death. 



TDP GUN 
FIRESTORM 





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A middling Desert Strike but with planes. 




f it accomplishes nothing else, 
the threat of war is always 
good for a fair few publicity 
japes in the gaming world. 
Whether the furore over 
Cannon Fodder on the Amiga, or Desert 
Strike's oh-so-controversial decision to base 
its plot vaguely around the Arabian Gulf ker- 
fuffle with Saddam, countries in dispute have 
always been a game designer's playground. 

Alas though, Top Gun Firestorm doesn't 
allow you to go one-on-one with those crazy 
Venga Boys-loving lads in the Taliban. 
Instead, it's a retro-warp back to the days of 
the 80s when Tom Cruise would make his 
contribution to fighting the Communist 
hordes by starring in big-budget action films 
with romantic sub-plots. Which roughly 
translated, means 12 scenarios of 
isometrically scrolling search-and-destroy 
missions punctuated with sporadic dogfights. 
And as far as it goes, it's all decent stuff: 



the plot is illustrated with those digital 
images that are fast becoming standard eye- 
fodder on the GBA; there's an introductory 
12-step programme to school you in the 
ways of flight and combat; and blowing 
enemy bases up always leaves you feeling 
fine and on top of the world. 

The real problem stems from the fact that, 
on first impressions at least. Firestorm looks 
like it's trying to be an update of Desert Strike 
and on that basis it underwhelms. But the 
key to enjoying the game is to embrace its 
much more superficial set-up: use your 
afterburners to move from one set of sitting- 
duck land targets to another, blow them up 
arcade-style, then partake 
in a spot oF dogfighting 
after tea. And repeat. 

There are no pesky 
strategic elements to get 
in the way of the fighting 
- it's all basic, decent fun. 





A Even the multiplayer is average. A Clay courts mean a slower game. 





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NGT 



id you know that Tim Henman 
was born in 1974? Did you also 
know that his mug adorns the 
front of this oh-so-competent 
tennis sim? Both of which are 
about the most interesting things we could 
possibly tell you about Henners. As for the 
game? Well, it's top-notch on the 
presentational front, with an array of game 
modes and options, but the in-game 
experience is strangely soulless, and comes 
nowhere near the pace and payability of 
Virtua Tennis (coming 
soon to a GBA near you). 
So, it's perfectly 
competent but ultimately 
boring. Much like that 
tennis-playing robot born 
in 1974, then. 





MANIAC RACERS 





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ow this was a turn-up for 
the old books: a 2D side- 
scrolling racer! Not since the 
days of Dare Devil Dennis in 
the hazy eight-bit home 
computer era have we got our game on in 
this fashion. Actually, a more modern 
comparison would be Sonic, seeing that at 
times all you seem to be doing in Maniac 
Racers is accelerating forward and watching 
the pretty scenery buzz by. Indeed, the loop- 
the-loop sections cold be straight out of The 
Hedgehog's Green Hill Zone sections. 

The real sticking point are the controls: 
pressing left or right on the D-pad causes 
your bike to tilt while in the air - 
unfortunately the tight 
turning circle results in 
things being a bit of a 
lottery as to how you 
land. A shame - but for 
the finicky controls, this 
could have been ace. 




SEPTEMBER 2DD2 NGC 5t 




JAP If 

'An event like this needs no introduction" 





MARID SUNSHINE 

The first-ever review of Mazza's incredible new sequel 




A There he is! The impostor face-to-face with 
Mazza himself. Who is he? Now that'd be telling.. 






A Many of the game's locations can only be 
reached with the proper backpack equipment. 




A Awesome. Entering Pinna Park for the first 
time, you'll be treated to this sickening ride. 



A One of our favourite activities, this. Climbing the highest point in the level is entertaining on its own, 
but it also lets you get a great overview of your surroundings and spot stuff you might have missed. 



A Devilishly hard to negotiate, you'll be tearing 
your hair out over these classic old-skool sections. 




DEVELOPER NINTENDO 

PUBLISHER NINTENDO 

PLAYERS 1 

MEMORY CARD PAGES 7 
RUMBLE FUNCTION YES 



CBA LINK-UP 
DISCS 



ONLINE PLAY 



when'Sh 

OUT? 

Looking at 
September/ 
October over 
here - about 
now in the US. 



COST: £40 



NO 



NO 




SUPER MARID 
SUNSHINE 

The undisputed king of platforming returns after six ? 
years! Has he still got what it takes to defend his crown? 




GET INTO THE GAME 

Your mini-guide to getting instant satisfaction in the sunshine. 




DON'T WATT, JUMP IN! 

There are no 'extra ' modes for you to 
have to muck about with in Super 
Mario Sunshine - so just dive on in. 
The opening section of the game 
(which takes place at the island's 
runway) plays out almost like a mini- 
tutorial, introducing you to the 
backpack and the basic aiming and 
jetting skills. When you start the 
game up properly, you end up in the 
central hub. Simply look out for the 
nearest oily slick and clean up the 
mess. Once this is done you can then 
warp to your first level. 





n event like this needs no 
introduction. If you're 
anything like us, then you've 
been eagerly anticipating this 
day ever since you managed 
to grab the final elusive star in Mario 64. For 
us, that was six years ago - six long years 
without so much as a 'woo-hoo' a 'ha-HA' or 
an 'okey-dokey' to satisfy our insatiable 
thirst for a proper Mario sequel. 

Okay, so since then we've had (among 
others) Mario Kart. Paper Mario and Mario 
Tennis - all great little games in their own 
right, but hardly the same. A real Mario title 
should be about the man himself. The 
lovable lone plumber, ready and willing to 
obey one skilled thumb and four _ 

eager fingers. It should be about 
the relentless pursuit of seemingly I 
unobtainable goals, of surviving 



SEPTEMBER 2DD2 N-SC 53 




JAP IH 



You'll be captivated by an absolutely magical world" 



CDIN METER 

This meter tells you how many 
gold and blue coins you hove 
and how many Shine icons 
you've collected. Enough coins 
and you'll get an extra life. 




strange environments, 
j defeating surreal opposition 
with the most unlikely oF 
weaponry and with the most 
ludicrous levels of agility and 
boundless amounts of energy. But 
most important of all, it's about being 
captivated by a world so magical that 
no matter how trivial the task or 
difficult the challenge, you can't help 
but strive to finish it - even if it demands 
unhealthily irregular sleep patterns and an 
anti-social timetable. It just has to be done. 
All these traits have - with the exception 
of the Doki Doki Panic [Super Mario 2\ 
rehash - personified Nintendo's 'proper' 
Mario titles. Of course, they're all an integral 
part of an extremely high-quality 



platforming package. They're the reasons 
why Mario is so well known and loved, and 
the reasons why the expectations of his new 
games is so ridiculously high. They're always 
good. And thankfully, that's something that's 
not about to change with Sunshine. 

BACK TO BUSINESS 

Taking a break from the Mushroom 
Kingdom, Mario, the Princess and her 
entourage of faithful toads are on a well- 
deserved holiday away From battling 
Koopas. Their destination is Dolphic Island, a 
sunny paradise populated by peaceful folk 
intent on the happiness of their visitors. 
Arriving at the island, Mario and Peach's 
plane encounters a patch of slimy goo 
covering the runway. After cleaning up the 




GRAFFITI 

This is the mark of the 
impostor and comes in 
two different kinds. The 
first is the 'M' graffiti, 
which releases blue coins 
when washed off. The 
other type are symbols, 
which when washed, 
release a blue coin 
somewhere in the level. 
) to you to find out 
where it is and grab it 
before the time runs out. 



56NGC ISSUE 71 



MARID SUNSHINE 



The first-ever review of Mazza's incredible new sequel 



MARID S NEW WORLDS 

There are loads of worlds in Mario Sunshine, and hidden away inside those worlds are yet 
more mini-worlds to test your skills in. Here's a handful of them. . . 




c 



o 



BIANCD HILLS 



RICCDHARBDUR 



MAMMA BEACH 



The first level. Rolling green hills, windmills and a quiet little pond are its This is mental and a little intimidating at first, because there's so much to Paradise. A vast open beach gives way to a huge tower, high cliff paths, 
main features, but it also has criss<rossing elastic tightropes that span get to grips with. Set in a dockyard, there are loads of gantries and mesh and three giant solar panels boasting the most breathtaking mirror effect 
the level. Bounce up these for a stunning view of this lovely level. fences to climb up. with some tricky high-rise girders to negotiate. you'll ever see. There are even coral reefs teeming with fishies. 




PINNA PARK 



MARE BAY 



MDNTE VILLAGE 



Another vibrant mix of crazy architecture, towering structures, and a big Gorgeous. Starting at sea level, you're faced with a cliff-face littered with Not the easiest place to find (you need specific pieces of kit to get here), 
wheel providing some stunning views of the level. The best bits, as with caves and secret tunnels. Stone blocks etched into the cliff act as buttons it's a dark and surreal place Full of neon mushrooms and giant roots. Look 
any Funfair, are the rollercoaster and the vomit-inducing pirate ships. which morph the cliff face into a series of even more complex ledges. out for the fiery red bow-wows that leave burning lava in their wake. 



mess and defeating the piranha plant inside 
it, Mario and co are detained by the island's 
police. It turns out that all this mess is the 
doing of a portly little man with a bushy 
moustache, who has not only polluted the 



but it's intriguing to see that this particular 
Mario game has a lot more story to it than 
usual. There's more in-game speech than 
ever before, with Mario chatting to the 
island's inhabitants, while cut-scenes 



THE PLDT IS OF LITTLE IMPORTANCE, 
BUT IT'S INTERESTING TD NDTE THIS 
HAS MORE STDRY THAN USUAL 



island, but has sprayed his initial on walls all 
over the resort too. All the evidence points 
to Mario, who, despite protesting his 
innocence, is sentenced to clean up the 
entire island - and so his adventure begins. 
Naturally, the plot is of little importance. 



frequently kick in to introduce levels and 
developments regarding the mystery of 
Mario's impostor. There's a greater sense of 
involvement in Sunshine, as it feels as 
though you're actually taking part in an 
adventure rather than just relentlessly 



IMPDRT 

Cot an import Cube and 
worried you won't 
understand what's going 
on? Wefl, gameplay-wise, 
it's not too difficult. 
There's a lot of chatting 
with the locals for tips, but 
it's normally fairly easy to 
figure out what you have 
to do anyway. Also, the 
cut-scenes between levels 
are all voiced in English. 



tackling new levels. This feeling is also 
helped by the fact that the central hub of 
the game is a vibrant seaside town rather 
than a (mostly) deserted castle. Much of 
your time can be spent exploring this vast 
area, rooting out clues and secret areas to 
assist you in your quest. 

Appearances and size aside, this 
central town area acts very much 
like the castle in Mario 64 as it's 
from here that you access 
individual areas on the 
island. When you first 
arrive, you'll notice more 
messy goo 
bubbling in 
certain key 
areas. By 





SEPTEMBER 2DD2 NSC 55 




JAP Ifri 



"Mario can feed Yoshi fruit so he can vomit juice over enemies" 

ANATDMY DF 
A PLUMBER 

Getting to grips with Mario's physical abilities 
is the key to success. Here's a crash course 
on how Sunshine Mazza works. . . 




<4 







To adjust your viewing angle, you use the C-stick. 
As in Mario 64, you can also get a first-person 
view letting you look around the level as well 
as helping you with your water cannon 
accuracy. The C-stick itself lets you raise 
and lower the camera and rotate it around 
Mario as you please. 




HANDS 



More important to Mario than ever before, they save him 
from falling, allow him to carry goodies and help him 
climb the many fences dotted around the island. 




GRAB 

This ability can be used for carrying 
objects such as fruit to an awaiting 
Yoshi egg or - more importantly - can 
be used for throwing objects such as 
bombs at certain bosses. 



CUMB 

Simply jump at a tree or section of 
mesh and Mario will hang on, allowing 
you to climb where you want to go. On 
the mesh, Mario can even punch 
enemies or spin gates. 



HANG AND SWING 

If you just miss a jump, Mario can hang 
on to the ledge and pull himself up over 
the edge. If you perform this 
manoeuvre on the elastic tightropes, 
Mario can swing on them. 




SBNBC ISSUE 71 




MARID SUNSHINE 

The first ever review oP Mazza's incredible new sequel 



Of vital importance in Sunshine. You'll need your 
backpack for cleaning, battling and puzzle- 
solving. Simply dive into water to fill it up. 




SEPTEMBER 2DDZ NGC 57 




JAPIU 

On Gamecube, Mario's world looks so much more vibrant" 




A Swimming isn't as graceful as it was in Mario 64 as he keeps 
bobbing up to the surface. Pity, because underwater looks great 



Ve^J^! : - 




^ 




^^^^^^H !&**.i*»* %' -'**$ 




^^^^ II 


K^/^Via*^^H 



A The jet-pack spray is great For getting some distance on your 
jumps without losing height. It will also save you from falling. 



A There's no denying it - Nintendo have come up with a stunning game once again. What you can't see here is the gorgeous undulating water 
effects and shimmering heat-haze. Mario Sunshine is full of these little areas that look so lovely it warms your very cockles. Brilliant. 



SURFS UP 

This is great. You'll get plenty of 
opportunity to go surfing in 
Sunshine, but the first time is 
always the best. After 
picking up a few stars on ' 
Ricco Harbour, this bloke 
lets you ride his squids 
around the harbour. Look 
out for a little cave at the end 

of a line of coins. Win the 

challenge inside, and you'll get a 

Shine icon for your efforts. 





k cleaning this mess up, a feature 
I that was previously covered by 
" the goo rumbles out of the ground 
to reveal a portal to a new area. 
Spray the portal and jump into it, and Mario 
warps to his destination in exactly the 
same way that the castle's paintings 
work in his previous game. When you've 
made it to the new area you're treated 
to a fly-by of the level (which also gives 
strong hints as to where you have to go), 
and from there it's a good old-fashioned 
Star - or in this case 'Shine' - hunt. 

With each new Shine that you find, you 
get kicked out of the level. When you return 
to that level you get a choice to continue the 
story. Stories you've completed are indicated 
by a full Shine icon; the level you have yet to 




STRETCHED 

As we've said before, 
Mario Sunshine has a 
wonderfully tactile quality 
to it. One of the best 
examples of this is when 
you have to battle this 
octopus. By grabbing hold 
of a tentacle and pulling 
back, you can stretch the 
rubber appendage until it 
snaps off. The whole 
process of pulling it feels 
remarkably realistic. 



58 NSC ISSUE 71 



MARIO SUNSHINE 

The first-ever review of Mazza's incredible new sequel 





do is indicated by a see-through Shine. 
When you choose this, the fly-by at the start 
of the level changes focus, while the 
environment itself undergoes minor 



and each individual level, the first thing that 
strikes you is just how bright and colourful 
the game is. Now this is nothing new in a 
Mario game - but on Gamecube everything 



YOU'LL FIND IT VERY HARD TD LEAVE 
LEVELS - YOU'LL WANT TO RUN 
AROUND AND EXPLORE EVERY PATH 




changes that correspond to your new 
challenge. As you gradually collect more 
stars, events happen in the central town 
that allow you to open portals to new levels. 

THE COLOUR OF FUNNY 

On entering both the game's central hub 



is that much cleaner and that much more 
vibrant. Furthermore, the level of activity in 
every new area is incredible. It's one of 
those games that no matter where you 
walk, you've always got that feeling that 
you're missing something back where you 
came from. The main reason being that 



SPDT EFFECTS 

While some of the textures 
are a little lacking in 
places, in other areas 
Mario Sunshine really 
outdoes itself. Worth a 
special mention are the 
mirror effects on the solar 
panels at the beach, and 
the amazingly fluid oil and 
water effects. In fact, the 
water effects are amongst 
the best we've ever seen. 
Ever. You need to see 'em. 



wherever you go there's always 
something going on in the periphery of 
your vision. Whether it's an enemy on a 
faraway ledge or a tiny doorway on a 
seemingly unreachable cliff face, there's 
always something to distract you from 
your current goal - and it's in this 
respect that Mario Sunshine excels itself. 
It's the first game we've played in ages that, 
after entering the first level, found very 
difficult to leave because of the fact that we 
still wanted to explore every wall, path and 
building we could find. 

This need to explore, as is so often the 
case with Nintendo's in-house 
games, is not only a joy in itself 
but it reaps great rewards. Take 
the first level. Bianco Hills 




SEPTEMBER 2D02 NGC S3 







JAPIfrl 

Simply taking control of Mario is an absolute joy" 



THE FANTASTIC FIVE 

Five reasons why this Mazza is the best yet. 




VIEWS 

Definitely number one. On so many 
occasions you'll find yourself simply trying 
to get as high as possible in order to look 
at Mario's beautiful surroundings, just one 
trip up to a level's high point reminds you 
of just how much freedom you have. 



PUZZLES 

Nothing too taxing here - they're all very 
simple, in fact, but it makes playing just 
that little more satisfying. They normally 
require you to use your pump for tasks 
such as filling jars full of water to act as a 
counterweight for a lift. 



YDSHI 

You hove to earn the right to get Yoshi out 
of his egg. but he's back! What's more, 
he's back in his rightful place - between 
Mario's legs (Ahem - Ed) - and he can now 
projectile-vomit juice and spit his tongue 
even farther than ever before! 



DLD-SKDDL ACTION IMAGINATION 



Sometimes you'll get warped to these sub- 
sections for a Shine. Stripped of your 
backpack, you have to negotiate mini- 
obstacle courses that rely on pure, basic 
gaming skills. Hard, but you'll feel like a 
king having beaten them. 



Nintendo games, more than any other, 
have this in abundance, and Mario 
Sunshine Is no exception. Giant pachinko 
machines, huge birds made from sand 
(seriously), morphing cliff-faces and awe- 
inspiring level design. 





A Leaf + Spray = Boat. Absolute genius, Full stop. 



A This maze of fences is extremely complicated. 



A The first-person mode lets you get a little perspective on your position, as well as allowing greater 
accuracy with the water cannon. Use it to clear enemies from faraway ledges. 




A Open this cannon and you'll find a new island. 



(Weeding at the Windmill in the E3 
demo) as an example. Your first 
objective is to get rid of the 
piranha plant on top of the 
windmill, but on other visits you'll get to 
pilot a leaf over the river, inflate and shoot 
puff-balls at a vomiting boss, zoom around 
the environment with a propeller and chase 
down Mazza's impostor as he leaps around 
the village. All the while there's sludge to 
clean up. secret rooms to find, tightropes to 
bounce on, giant sails to spin, and plenty 
more besides. It's like being presented with 
a giant, multicoloured playground and a 
water pistol and left to your own devices. 

CENTRAL CONTROL 

The same can be said for every other level 



DEJA VU 

If you played Mario 64 
then you'll remember 
many of the elements in 
Sunshine. In one instance 
you warp to a level by 
standing on a sun-pad and 
looking into the sun's 
glare. Throughout this 
game there are plenty of 
nods to past Mario efforts 
- even down to the use of 
classic SNES-era tunes. 
You're going to love it. 



you unlock, and indeed the central hub itself 
- and it's not just because of the amount of 
things to do. Simply taking control of Mario 
is an absolute joy. Trying to climb tall 



can think of - the whole experience is 
unbelievably good fun. Part of this is thanks 
to the level of freedom on offer - Mario is so 
versatile and the environments so rich that 



YDU CAN WASTE HOURS RUNNING 
ARDUND JUST IGNORING YDUR 
OBJECTIVES - IT'S FANTASTIC FUN 



buildings for no reason, smashing crates, 
swimming, hitching rides on boats and 
sliding down watery slopes is entertainment 
in itself. You can waste hours simply running 
around, ignoring your real objectives and 
indulging in the most pointless activities you 



you can tackle levels and situations from a 
number of angles. In one level, for example, 
the world is covered in hot lava 
and you don't have a backpack to 
clean it up. However, by dunking 
Mazza in the water and spinning 



© 



BO NSC ISSUE 71 




In a spectacular show of light, Wiggler gets a warming dose of UV. Don't expect kirn to be too chuffed with your wake-up call, mind. He'll 
get up with a stinking temper before rampaging across the beach. How you deal with him, though, is entirely up to you... 




U =4 T J I =4' 



JAP I* 

You need to experience Sunshine for yourself" 





A Using his diving helmet, Mario can sink to new depths. A If s Voshi! Vomiting on a Toad! Praise be to Nintendo. 





A These Dr Gadd boxes hold the extra nozzle attachments. 



out over the lava, you can clean 
portions of the ground to stand on 
- even though you're not 
'supposed' to. Helped by the tight 
controls, Mario has a very unique, tactile 
quality. Much like rolling and stretching 
putty, throwing a ball or playing with sand, 
Mario just feels right under you fingers. He 
feels like a tangible little man inside a 
beautiful, solid and consistent environment, 
and so chucking him off cliff-walls, bouncing 
him off buildings and plunging him into 
water is very much like playing with an 
extremely dynamic toy. 



WATER SURPRISE 

As we said before, the main structure of the 
game boils down to finding and collecting 



WARPED 

Travelling around the 
island's locations is done 
via a warp system, like the 
paintings in Mario 64. You 
need to spray the multi- 
coloured 'M' graffiti at the 
entrance you find and 
then jump into it. Mario 
then diffuses into his 
composite colours and 
warps through the 
opening. Yoshi also dies 
like this too. Insane! 



A Even this high up, you can see the ground clear as day. 



Shine icons. Each icon corresponds to a 
story (although there are many others to be 
found in the central town itself), and in order 
to get them you'll be required to undertake 
various challenges which, more often than 
not, involve you using your backpack in 
increasingly ingenious ways. Far from being 
just a gimmick, the backpack is integral to 
the game as a whole. Not only does it 
diversify your means of getting about, but it 
can be used to create secondary events. In 
one instance, you have to make your way 
up a sheer cliff-face. By squirting water on a 
nearby sapling, the sand beneath you 
begins to rumble and a giant flight of stairs 
rise under your feet. These kinds of 
surprises happen all the time in Mario 
Sunshine. Nothing is ever what it seems and 



B2NBC ISSUE 71 



MARID SUNSHINE 

The first-ever review of Mazza's incredible new sequel 




From the second you turn 
the game on you know For 
certain that Mario is back 
with a vengeance. What 
you won't know is just 
how incredible the ride is 
from start to finish. So, 
here's our trusty Event-o- 
meter, marking out time... 



B 9 12 15 18 21 24 27 
LIFESPAN (HDURS) 



LOW POINT 

Camera crisis 

Some minor 
moments of 
frustration with 
the camera, and 
annoyance at 
falling down the 
same jump for the 
fifteenth time. 




A Mechanised Bowser in action - but who's inside? 



A The island town is bustling with activities and sights to see. Here, Mazza carries fruit to an awaiting Yoshi. 



just when you least expect it, it throws 
something unexpected and magnificent into 
the mix, that's not only visually impressive 
but - more importantly - gives you 
something new to play with. 



getting a Shine icon, and, as ever, you still 
desperately want to come back for more. 
Even later in the adventure (when the 
difficulty is ramped up significantly) you 
never feel as though you're being unfairly 



MARID SUNSHINE IS EVERYTHING 
YDU CDULD HAVE EVER WANTED IT 
TD BE - IT'S ABSOLUTELY BLINDING 



But despite all these new sights and 
surprises, Mario Sunshine remains 
reassuringly familiar. You have the same old- 
school platforming sections, you still have 
the heartache of plunging to your doom 
after getting within a hair's breadth of 



treated and the fun rarely diminishes. The 
only real problem with Sunshine is that the 
camera can lead to confusion when judging 
distances. It doesn't quite live up to the one 
in Mario 64, but it can easily be raised, 
rotated or pulled back with the C-stick to 



THE SEWERS 

In Sunshine pipes have a 
secondary use to just 
entering levels. When 
Mario enters the sewer 
system below the hub, you 
see a silhouette of him as 
he travels under the 
surface. This system is 
best used for taking 
shortcuts across the town, 
and also for nabbing 
handy coins that are 
littered 'neath the town. 



compensate for a less-than-ideal angle. 
Certainly, it won't detract From your 
enjoyment of a quite magnificent game. 
To be honest, we could go on for ages 
about every facet of Sunshine, but at the 
end of the day you need to play it yourself. 
The last thing we want to do is give away 
too much because there are so many 
delightful surprises - to have them ruined 
would be criminal. What we can say is that 
Mario Sunshine is everything you'd ever 
want it to be: happy, colourful, addictive, 
challenging, sprawling and beguiling. Any 
game that invades your dreams and has you 
humming its music on your way to work is 
worthy of the name Mario, and Sunshine 
does that and more. It's absolutely blinding. 
GERAINT EVANS 




■ The most fun we've 
had on the Cube so far. 

■ Awesome standards. 

■ Tight controls. 

■ So much to see and do. 

■ Genius pacing. 




■ The camera can be 
annoying at times. 




Not incredibly detailed, 
but packed with stunning 
effects throughout. 



1Q SOUNDS 



Perfect. You'll be 
humming the tunes for 
weeks on end. 



1Q MASTERY 



Genius. Brilliant level 
design, perfect learning 
curve and presentation. 



LIFESPAN 



You'll beat it and then 
you'll want to come 
back for more. 



VERDICT 



A pleasure to play 
From the second you 
start, as essential as air 
itself, and everything 
you'd expect from a 
Mario game and more. 




SEPTEMBER 2002 NGC S3 




The best thing about Eternal Darkness is that it tells a brilliant story" 



SANITY 

One of Eternal Darkness s big selling 
points - encountering evil will affect 
your sanity. This can be recovered, but if 
it drops your character will hallucinate, 
leading to all sorts of freaky happenings. 



CHARACTER 

There are 12 playable 
characters in Eternal 
Darkness, all of whom 
exist at different times in 
history, and are 
inextricably bound to the 
Roivas family, the insane 
horror of the Ancients, 
and ultimately, the fate of 
humanity itself. 



, <■ * 



IP I 



MONSTERS 

Each level of the game is littered with 
evil beasts, who are servants of the 
Ancients. They'll try to kill you and sap 
your sanity, but luckily you can target 
their heads for instant decapitation. 



\ ^ 



WEAPONS 

Each character has access to their own 
variety of weapons, relevant to their 
time period and historically accurate. 
Brilliantly, the combat system allows 
you to lock on to different body parts 
and hack them off. 



MAGICK 

Eternal Darkness features a magnificent 'Magick' 
system - spells are fashioned like words, 
consisting of runes that act as verbs and nouns, 
along with codexes and scrolls that transcribe and 
activate the spells. 



Ml 
Kf 




DEVELOPER SILICON KNIGHTS 
PUBLISHER NINTENDO 

PLAYERS 1 

MEMORY CARD PAGES 15 
RUMBLE FUNCTION YES 



GBA LINK-UP 
DISCS 
ONLINE PLAY 



NO 



NO 




ETERNAL 
DARKNESS 

Fright night! It started out on the N64 and has been in 
development for four years - so is Eternal Darkness a 
thing of terrible beauty or a rotting undead horror? 



B6NQC ISSUE 71 




I Peter does not have the required Magicka! Energy 
to cast this spell. 

'IS? 



ETERNAL DARKNESS 

The definitive review of Gamecube's newest fright-fest 




A Using R, you can lock on to body parts. A The green rays mean sanity-zapping ahoy. A Edwin Lindsey explores the Angkor Thorn ruins in Cambodia, thousands of years after sprightly thief Ellis. 

CHARACTER BUILDING 

Twelve characters, 2000 years. . . 



A, 


'Come to «», MM* Augustus..." 




k* 


ALEXRDIVAS 


PIDUS AUGUSTUS 


ELLIA 




Roivas - it's 'savior' backwards, see? 
Recipient of a butchered uncle, Alexis 
trying to unravel the mystery of his 
murder. The game revolves around her 
and what she uncovers as she presses 
on in her investigations. 



The first protagonist Alex reads about is 
Roman centurion Pious Augustus. Each 
character plays a pivotal role in the 
battle against the nameless horror of 
the Ancient, but Pious is not so clear- 
cut. His is the first chapter you play. 



A thief trapped in the catacombs of 
Angkor Thorn, Ellia is unable to escape 
her destiny at the, er. tentacles of 
Mantorok, the Corpse Cod. Ellia's story, 
like the others, bleeds into later 
chapters, forming a major plot point. 



EDWIN UNDSEY 

An Indiana Jones-style adventurer, 
Lindsey is trapped in the same 
catacombs Ellia once explored centuries 
ago. His segment ties up Ellia's story, 
with a Final scene that brilliantly echoes 
the end of Raiders of the Lost Ark. 



PAUL LUTHER 

One of the most engaging characters, 
Paul is a Franciscan monk in 15th 
century Amiens. A man of faith, he 
uncovers heresy, treachery and evil in a 
brilliantly atmospheric cathedral, while 
thunder and lightning crash outside. 



GET INTO THE GAME 

Prepare for scares as you enter the world of Eternal Darkness. . 



TRAINING DAY 

There is no training level as such, but 
rather you learn as you play It's all 
very balanced and superbly paced. 
Exploring the mansion as Alex Roivas 
- which you do at the start of the 
game and 'in-between' chapters (and 
playing as Pious Augustus, the first 
chapter proper) give an excellent 
introduction to the controls of the 
game and the combat system. The 
complex magick system is brilliantly 
introduced in degrees, throughout 
different chapters, so at no time do 
you feet overwhelmed or lost. 




l\ 



t starts with a murder. The 
police know the body is that 
of Alex Roivas' grandfather, 
but even so, it proves hard for 
the police to identify. They 
can't even check dental records. 
Because the head is missing. 
Eternal Darkness starts off horribly, and 
gets worse from there. It's about madness, 
and the unknown, and an ancient, all- 
encompassing evil that could destroy 
humanity as we know it - and it's also about 
hope, and fate, and fighting against the 
odds. A lot of people die in Eternal Darkness. 
And they don't come back to life. 
Unless it's as a zombie. 
It's also a game that we've waited what 
seems like an eternity for. We saw it and 
played it for the first time way back at 
1999's E3, when this magazine was on issue 



30. It looked interesting; solid, pretty, and 
reminiscent of Resident Evil. And then, along 
with Rare's Dinosaur Planet, the game failed 
to materialise when the release schedules 
said it would, and was eventually shunted 
from the N64 to 'Project Dolphin', sparking 
rumours of development trouble at Silicon 
Knights and the game not actually being 
terribly good. But here we are, three years 
later, and Eternal Darkness is out, ready to 
sink its eldritch tentacles into the gaming 
public. So was it worth the wait? 

Put it like this; the extra development 
time afforded to Eternal Darkness wasn't 
because the game was crap; it was actually 
because the game was brilliant. Developers 
Silicon Knights simply needed 
time, sweat and next-generation 
hardware to bring it to grasping, 
brain-hungry (un)life. And we 




k 



SEPTEMBER 2DD2 NSC 65 




Conjure up a corpse and send it to do battle for you" 





A There's not many bosses in Eternal Darkness, but this one is 
a swine to defeat. You'll have to be careful with your magick. 



A large leather-bound antique 
cluttered dj 



ests upon the 



Should Alex Vtad the book? 



>l| No • 



A It's the Tome of Eternal Darkness itself! Watch out - if s 
terribly evil. And it's bound with HUMAN SKIN. Yeurch. 



MONSTER MASH 

Meeting the undead and other beasts From 

beyond in Eternal Darkness has a 

detrimental effect on your sanity. So how 

do you avoid it? By kicking the crap out of 

them, that's how. Using R and the analogue 

stick, you can lock on to a specific body 

part and hack it away (start with the head, 

we do). Enchanting a weapon also helps as 

this does more damage. When the beasts 

are down, the context-sensitive B-button 

will allow you to perform a brutal finishing 

move, which regains some sanity. 


<> if '• 
■ \ * 

w 
. « 


3 


f V 


* 

f 




should thank Nintendo for letting 
them have all the extra time they 
P needed, because Eternal Darkness 
is an absolutely storming 
adventure that very, very rarely puts a foot 
(or claw, or rotting stump) wrong. 

H.P. SOURCE 

The best thing about Eternal Darkness is 
that it tells a brilliant story, even if it's one 
that shamelessly rips off H.P. Lovecraft's 
Cthulhu mythos - but more of that later. 
While the narrative is beautifully formed, it's 
the nuts and bolts, the mechanics and other 
game elements that bring that narrative to 
life. Fundamentally, the game is a simple 
third-person adventure, espousing 
exploration and combat. So far, so ordinary, 
but each element is exquisitely fashioned - 
for instance, the combat system allows to 
you to target different parts of an enemy (so 



you can lop off a head, or arm), and each of 
the 12 different playable characters - all of 
whom exist at a different point in history - 
has their own period-relevant weaponry, 
from scimitars and chakrams to flintlock 
pistols and revolvers. Each character also 
has different statistics, and may run out of 
breath quicker when running, or have less 



spells. Spells are made from runes, and 
there are runes that are nouns, and runes 
that are adjectives. So, put together a 
'summon' rune and a 'creature' rune, and 
you can create a Summon Zombie spell, 
conjure up a corpse and send it to do battle 
for you. Of course, it's not quite that simple, 
as you also need a codex to translate a 



ETERNAL DARKNESS IS A STORMING 
ADVENTURE THAT RARELY PUTS A 
FDDT, OR A ROTTING STUMP, WRONG 



health, and so on. And there's the magick 
system which is truly innovative. 

As your characters get drawn into the 
terrible plans the Ancients (primordial 
godlike monsters from beyond space and 
time) have for humanity, they get to learn 



given rune, and a scroll to give you the spell 
itself (although, brilliantly, you can mix and 
match runes yourself and come up with 
your own variations). Things are further 
complicated by the fact that there's a 
scissors/paper/stone system present. The 



BE NSC ISSUE 71 



ETERNAL DARKNESS 

The definitive review of Gamecube's newest fright-fest 




MONSTER RUCK 



There's plenty, and you can even perform autopsies on 'em. 



Ancients are represented by colour, and 
each of these colours informs magick, and 
each of these colours has precedence over 
another. So, a spell of red alignment can 
'beat' a green spell, which itself can beat a 
blue spell, although a blue spell 'beats' red. 
Confused? Don't be - the system is 
gradually explained as you play, and at no 
time do you feel lost. 

WHERE IS MY MIND? 

And you'll want to learn the magick system, 
as there's a spell that can recover your 
health, your magickal reserves... and your 
sanity. And if there's one thing that's had 
people talking about Eternal Darkness, it's 
the much-vaunted insanity effects. 

Everyone in fDis subjected to a lot of 
horror - the terrible secrets that we quite 
rightly should have no knowledge of can do 
strange things to the human mind. So every 



VIE 1 . 
SKILL 

The fact that each 
character exists in a 
different time is not the 
only thing to differentiate 
them. No - depending on 
their historical placement 
and profession, some of 
the protagonists have 
useful skills that come into 
play during the game. 
Roberto Bianchi, for 
example, is an Italian 
architect, and has to 
survey the Persian 
catacombs for stability. 



time you see a monster, or something 
supernatural, your sanity is affected 
(represented by a green meter). To prevent 
yourself going insane, you're encouraged to 
destroy the beasties you see (although 
there's obviously a choice to be made 
between losing health in battle and going 
nuts) - but once your sanity is dangerously 
low, your character starts hallucinating. 

To be honest, this is more of a gimmick 
than a revolutionary new concept - but it's 
a gimmick that is brilliant at enhancing the 
already-magnificent atmosphere of the 
game. Sometimes the hallucinations are 
obvious; you'll walk into a room and your 
head will explode, and you'll shake out of it 
and re-appear where you were before the 
hallucination started, but some of 
them are far more subtle - and 
incredibly creepy. We don't want 
to spoil them all for you, but 




ZOMBIE 

The basic grunt. These shambling 
corpses are the vermin in Eternal 
Darkness; they're plentiful and 
none too smart. However, in 
numbers they can be deadly, so it 
pays to be wary of them; you 'II first 
encounter them as Pious Augustus, 
who'll wander through a hall that's 
littered with their not-quite-dead 
bodies, just hack them to bits. 





XEL'LDTATH 
ZOMBIA 

More like mummies, these resilient 
undead cadavers are swathed in 
crumbling vestments and move 
ponderously. They're slow but 
powerful - but they've got one 
huge weakness to exploit. It you've 
got a torch, you con hit them once 
and they'll burn. Falling to the 
ground and expiring a second time. 



TRAPPER 

Small, ground-hugging, scuttling 
Freaks that can't do damage per se 
- they hunt by sound, and they 
transport their quarry to another 
dimension in a display oF light and 
sound eFFects (don't worry, you can 
get back From it). The way to avoid 
them is to use the 'sneak' Function 
to tiptoe past them. Or shoot them 
From a distance. 





HDRRDR 

These are huge. Horrors can quite 
rightly give you a jolly good 
thumping with their tree-trunk- 
sized arms, but they also have a 
ranged magical attack, allowing 
them to sizzle you from afar. They 
do, however, have three heads - if 
you've got a gun or crossbow, 
target these before moving in with 
a close-combat weapon. 



MAKTDRDK 

The three main Ancients (XeTlotath, 
Chattur'gha and Ulyaoth) are 
aligned to a particular colour - 
green, red and blue, respectively. 
However, there is a Fourth beast 
From beyond space and time: 
Mantorok, the Corpse Cod, signified 
by the colour purple who is 
entombed by Pious Augustus. You'll 
First meet Mantorok when playing 
Ellia's chapter. 





AUTDPSY 

Maximillian Roivas - an 18th- 
century ancestor of heroine Alex 
Roivas - is a doctor by trade and 
can perform autopsies on creatures 
he's killed. The autopsies are stored 
in the Tome of Eternal Darkness 
and can be viewed at any time, and 
they come accompanied by a 
narration from the good doctor 
| himself albeit one that's on the 
verge of insanity. Great stuFF. 



SEPTEMBER 2DD2 NGC B7 




All those early Resident Evil comparisons were very, very wrong" 



SANITY STRUCTURE 

Eternal Darkness is a big and sprawling game, yet linear in progression. Here's how it works. 




MAD MANSION 

The game starts with Alex investigating her grandfather' s 
murder. Once you've found the Tome, playing as Alex mostly 
entails searching the mansion for missing chapters and battling 
her own growing insanity, lust who is that ghostly figure? 



HORRIBLE HISTORY 

The story in Eternal Darkness is brilliantly constructed, and spans 
2, 000 years of human history. Once Alex has found a chapter, she 
can 'Use' it - ie, read it - and you then get to play as the 
character she's reading about. 



BRIMBRIMDIRE 

Each character is obviously unaware of what lies in store at the 
start of their chapters. However, at some point, unnamed forces 
spirit them away to a hellish ruin where they get to obtain the 
Tome of Eternal Darkness, and the infernal knowledge within . . . 




SHOCKING SORCERY 

When a given character has obtained the Tome, they then gain 
the mogickal skills that have been obtained throughout the game 
so far (so you'll get all the spells you've learned from playing 
previous characters). This also transfers to Alex in the mansion. 



EVIL INSANITY 

An empty sanity meter means those much-vaunted insanity 
effects, and your character starts 'hallucinating'. Some are very 
obvious, (such as your head exploding), while others are subtler 
(flies clogging the 'camera', or your inventory being emptied). 



SATANIC STORY 

There's a huge joy in playing the 12 characters, but the story is so 
tremendously well-told that you'll rush through each level just to 
see what happens next. And the voice-acting is astounding - the 
best we've ever heard. It doesn't hit a bum note throughout. 



suffice to say we've been fooled 
on several occasions. It's all 
beautifully implemented. 
Hopefully, it's easy to see that 
those early Resident Evil comparisons were 
very, very wrong. And if there's any more 
evidence needed. Eternal Darkness sports a 
proper 3D directional control system. 
There's no standing on the spot and turning, 
no clumsy rotational nonsense at all. It's just 
like Zelda - point the joystick and run. The 
camera, too, is light years ahead of Resident 
Evils static affair. In fact, it's an utter joy, 
and like the magick system, insanity effects, 
and brilliant voice-acting, it's instrumental in 
creating and maintaining the brilliantly 
creepy atmosphere. It swoops around 



corners, following you perfectly, zooming in 
and panning back, flitting through rafters 
and giving a genuinely exciting perspective 
on things. It's properly cinematic, and 
coupled with the beautiful 3D backgrounds, 



origins, for example - while there are some 
spectacular lighting and effects, the 
surroundings are suitably evocative and the 
sound is incredible, the characters still sport 
a lack of realism - compared to Rest they 



ETERNAL DARKNESS SPDRTS A REAL 
DIRECTIONAL CONTROL SYSTEM, 
LIGHT YEARS AHEAD OF RESI EVIL'S 



there's a real sense of 'being there'. 

THE DARK SIDE 

There are, however, downsides to Eternal 
Darkness. It still bears the scars of its N64 



lack overall detail and appear slightly 
cartoonish. This is somewhat leavened by 
some great animation, and once you're 
sucked in you begin to appreciate the game 
on its own merits, but initially it's all a little 



bit 'Dreamcast'. The structure of the game 
does start to get a little bit repetitive by the 
end, too, although each chapter holds plenty 
of surprises. There's also a disappointing 
moment where you realise there are fewer 
environments than you think; each of the 
'levels' is revisited by different characters, 
which initially seems a little cheap. But when 
you see how it's handled - with each level 
suitably altered by time and progress - it's 
not such a blow. Indeed, compare the 
Amiens Church from 1485 to the World War I 
version; it's an intriguing change. 

But any faults the game might have are 
forgotten in the glare of its strengths, which, 
as we've seen, are plenty. And none are so 
impressive as the story. People are always 



BB NSC ISSUE 71 



ETERNAL DARKNESS 

The definitive review of Gamecube's newest fright-fest 



MCr FIELD OF PLAY 

IVIVi Eternal Darkness will have you cowe 



vering in your seat screaming For mummy.. 




The place is Amiens, France, the year is 
814AD. A young man named Anthony 
foolishly reads a cursed magical scroll 
meant For Charlemagne. Poor Anthony now 
suffers the effects of the curse as he 
desperately tries to reach Charlemagne to 
warn him of this treachery, and as you 
play he degenerates into a rotting, zombie- 
like state. Simply brilliant - and horrifying. 



Vi 


^L f 




Max has found a Magickal Rune! 

t 


- . 







A Roberto Bianchi is in way over his head here. Voinks! 



A A good question indeed. But it's a helpful spell nonetheless. 



A Now all you need is a Codex to translate what the rune means. 



speaking of the fusion between movies and 
games, but so far that's turned out to be a 
lot of old nonsense, resulting only in flawed 
gems like Metal Cear Solid 2, something that 
isn't inventive enough to think of a way 
around showing the story, forcing you to 
just watch it, hands idle, uninvolved. Games 
and movies are fundamentally very different 
beasts, one being a passive pastime and the 
other involving active participation, although 
both share a common trait; they're both 
visual. Simply ramming a game full of video 
because of that fact doesn't bridge the gap. 

FILM ME IN 

But Eternal Darkness is probably the closest 
thing to a movie yet, in terms of 



videogames. And it doesn't rely on reams of 
cut-scenes either; indeed, playing it is like 
reading a book, too. It's all about enjoying a 
damn good story, and Eternal Darkness tells 
it successfully because it's linear. It tells one 
tightly-plotted, brilliantly-scripted story, very 
clearly - you're uncovering it every step of 
the way, with no detours, and it all unfolds 
as you play. Think of it like this; Alex Roivas 
is reading a book. What she's reading is 
what you're doing, the sequence of events 
you're creating by investigating a cursed 
cathedral, or raiding catacombs in 
Cambodia, or discovering an ancient city 
beneath a creepy old mansion. And it's all 
plotted out; what happens to Paul Luther or 
Edwin Lindsey or Maximillian Roivas has 



PUZZLE MAGIC 

The puzzles in Eternal 
Darkness are, in general, 
not ail that taxing. 
However, some of them 
are genuinely worthy of 
praise, as they force you 
to think laterally and 
make use of your magic, 
such as using zombies to 
scout an area you can't 
reach, or using equipment 
in creative ways. 



been decided before you finish playing with 
them, you're simply leading them up to that 
point. It's interesting that there's no freedom 
in Eternal Darkness, that solving a puzzle 
simply leads you one step closer to 
whatever it is that will happen to your 
character at the end of the chapter. 

And that is brilliant. Games like the PC's 
Deus Ex might trumpet the fact that they're 
'non-linear' and give you a million ways to 
do something, but simply finding out what 
happens to the character you've been 
controlling, and what his place is in the 
greater scheme of things by virtue 
of what you've just done with 
him, is just one of the many joys 
of Eternal Darkness. That fact that 




SEPTEMBER 2DD2 NQC B3 



THE GDDD DDCTDR'S DIARY 

Join us as we guide Maximillian Roivas through his mysterious mansion... 



DAY 




DAY 2 



DAY 3 



"I write this under appreciable mental strain. 
Since my dear wife expired of consumption, I 
have lived here alone. The opium helps to 
speed the long and lonely nights, although I 
believe it may also be affecting 
hallucinations, as I have often awoke to a 
scratching sound - emanating from inside the 
walls. Most curious." 



DAY A 



3 



>-r -< 







Ruin* of Ehn'gha - that 
eep undtr tfit siti of th 
rvmtt of Cfnttnr > s(r3 »i 




■fTTB 





"In an effort to occupy myself in ways that 
might result in something other than 
intoxication, I have taken to exploring the 
mansion. Imagine my surprise at finding a 
series of letters from my father. They tell of a 
city below the mansion; I know he couldn't 
fart without help near the end, but this is a 
sad reminder of his diminished faculties." 



"A most confounding mystery! After an 
unfortunate incident wherein I mistook the 
fireplace for the garderobe - that medicinal 
tincture of brandy must have been stronger 
than was prescribed - I have stumbled across 
father's secret study! Inside was a book 
bound with human skin and bone, containing 
terrible, maddening portents, and a posy." 






"I awoke in the latrine. I can only surmise 
whatever evil was unleashed from that book 
spirited me here, and that the absence of my 
trousers is retribution for disturbing its 
hellish slumber. After a snifter of opium, I 
found a nine-foot beast, surely arrived fresh 
from some abhorrent empyrean, in the 
hallway. It has been a most vexing day." 



DAY 5 



DAYS 



DAY 7 



DAY 8 



"Another letter from father! This time, I Found 
it wedged by the stained glass-window on 
the upper floor, and enclosed within was a 
key to the basement. Which is puzzling as we 
have no basement. And how did father 
secrete all these letters about the house? The 
stroke left him incoherent and babbling, and I 
very much doubt he grew both legs back." 



"Have summoned enough courage to study 
the foul Tome of Eternal Darkness', a stygian 
and forbidding grimoire indeed, although the 
adverts for the commemorative plates are 
nice. I also discovered an unknown facility for 
conjuring, and have ensorcelled myself a door 
to the until-now non-existent basement. I 
also keep finding rabbits in my hats." 



"Entered the basement. Pleasingly, there is a 
large stock of fine wines, although there were 
also several zombies. They were not best 
pleased with my arrival, and I was forced to 
dispatch the fiends with my rambling stick. 
The well can be emptied, allowing ingress to I 
know not where. I am hoping for a second 
basement, perhaps stocked with beer." 



"Alas! I am out of basements. Yet it 
appears papa was correct, and that his 
infirmities, and possibly his frequent and 
messy incontinence, were masks of a most 
pernicious and cunning nature. The city is 
real! An enormous, cyclopean metropolis, 
stony and silent, directly beneath the 
mansion! I pray the natives are friendly." 



DAY 9 






T 




"I cannot go on. The city is 
cursed, and its inhabitants 
are mouldering, rotting 
homunculi from beyond 
space and time, possessed of 
little more than murderous 
intent and a chilling 
penchant for raw flesh. 
However, unable to speak 
their language, I could have 
mistakenly interpreted their 
gnashing teeth and guttural 
screams, although it seems 
unlikely. I will repair to the 
basement and seal off the 
well forever. 

And then I will start on 
the wine." 



ETERNAL DARKNESS 

The definitive review of Gamecube's newest fright-fest 




Eternal Darkness starts off 
fairly slowly, but the 
longer you stick at it, and 
the more engrossed you 
get in the story, the more 
you'll want to play on. It 
does tail off a little 
towards the end, though. 



A B 8 ID 12 14 IB 
LIFESPAN (HDURS) 



18 



LOW POINT 

Die, zombie! 

The emphasis on 
killing to regain 
sanity can lead to 
repetitive combat, 
such as in Karim's 
chapter, with its 
many respawning 
beasties. 




A Not in a 'naughty 1 way. In a horribly violent way. 



the story is virtually brought to life by a 
sterling script and the most amazing voice 
acting we've ever heard helps; and while, as 
we've said, the character models can't 
compare to the photo-realism of Resident 
Evil, the animation here is spot-on, and the 
way the characters move when they're 
talking; the tilts of the head; their 
expressions; their posture - it's all utterly 
correct, and therefore resonates 
emotionally. And there's also the letters, the 
journal entries, the autopsy reports, and so 
on - ED is telling you a story all the time. 

BED-TIME GORY 

Narrative in games isn't often a really 
important thing. Or, at least, it's something 
that's rarely presented with any skill or 
depth. Sure, so Zelda has a story, but it's the 
joy of playing in a fully-realised world that 



makes the games so successful, not the 
boy-rescues-princess cliches. 

It's important here, though. Indeed, it is 
the most important thing about Eternal 
Darkness, and Silicon Knights have 
understood that. They've nailed every single 
facet of their story - how it's paced and 



drama and story. Like a good book, you 
can't put Eternal Darkness down. And 
tellingly, you won't want to, even when the 
screaming gets too much, and all the 
horrible things you've seen threaten to twist 
your mind sideways, and everything you 
hold dear is about to be ripped apart in a 



DIALECT 

The script in Eternal 
Darkness is remarkable. 
Not only is the voice- 
acting utterly convincing 
and streets ahead of any 
other voice-acting in any 
game we've ever played, 
the lines the actors speak 
are stunningly well- 
written.. . apart from one 
solitary incident where a 
British soldier says 
'Blewdy 'ell!'. Cnurk. 




THE STORY IS THE MOST IMPORTANT 
THING ABOUT ED... LIKE A GOOD 
BOOK, YOU CANT PUT IT DOWN 



presented, what it tells you and what it 
doesn't - knowing that only when they've 
got your full attention can they start scaring 
you with the bells and whistles, neatly 
slotting every exquisitely-tooled facet of 
their game into a template dictated by 



shower of blood, gore and terror. And 
despite the subject matter, perhaps the 
biggest compliment we can pay Eternal 
Darkness is that it feels like a Nintendo 
game. Yup, believe us: it's that good. 

JES BICKHAM 



■ Brilliant story. 

■ Hugely atmospheric. 

■ Truly astounding voice 
acting. Seriously. 




■ Character models. 

■ Occasionally repetitive 
fighting bits. 

■ Not hugely taxing. 




Brilliant lighting, levels, 
and effects, but slightly 
awkward characters. 




Amazing voice acting 
plus a soundtrack and 
effects to die for. 



MASTERY 



ED pushes GC to create 
a polished, rounded and 
complete game. 



LIFESPAN 



15-20 hours the first 
time, and then twice 
more for the Full story. 



VERDICT 



Astounding, involving, 
creepy, atmospheric. . . 
you name it. Not quite 
as perfect as it could 
be, but still the Cube's 
premier adventure. 




SEPTEMBER 2DD2 NGC 71 




THE BEST CUBE GAMES MONEY CAN BUY... 



FIVE GAMES 

TDMAKEYDU 

KiCKINYDUR 

TELLY 



Not all Gamecube games are works 
of art. In fact, not all of them are 
even any good. Some are barely 
gomes. Observe this sorry quintet of 
bum eggs. All scored under 32%. 



Mr r 



UNIVERSAL STUDIOS 



IS) 



JEREMY MCGRATH 

SUPERCRQSS WDRLD 



GAUNTLET 



HFA2DD2 



9 






m 



NINTENDO ■ NGC/6S 

Eye-singeing multiplayer battles, ingenious power-ups 
and moves, brilliant cameo appearances 
from just about every Nintendo character ever to — 
set Foot inside a cartridge, plus some of the 
sweetest looks yet squeezed from the Cube - 
Smash Bros is everything you went purple for and 
more. If people are telling you this is a game 
for kids then the fools plainly haven't played it. 



SUPER MONKEY BALL 



SSfe 



, 



SEGABNGC/67 

Ingenious update of Marble Madness, with 
simians rolling around strange landscapes 
trying to collect 'nanas. Chuck in a monkey 
version of Mario Kart, pool, some golf and a 
tilting boxing ring with springy boxing 
gloves and you've got the weirdest, most 
wonderful Gamecube game out. 



STAR WARS: RDGUE LEADER 



X 



4F 



ACTIVISIDN ■ NGC/ES :. \ 

Without a doubt, the best-looking console 
game ever made, Rogue Leader also 
happens to be one of the slickest, most 
memorable Star Wars games of all time, 
bolting eye-popping renditions of the Battle 
of Hoth and the Trench Run onto silky 
smooth space battles. Get it in now. 



TONY HAWK'S PRO SKATER 3 



WAVE RACE: BLUE STORM 



NINTENDO ■ NEC/E7 

In PAL form this sodden sequel might suffer 

from some tiny frame-rate problems, but it's 

still a fabulous racer, replete with 

the most incredible water effects 

ever. Fast, dynamic, accessible 

and sublime to control. Wave 

Race is absolute magic. 



m 
SXTT 



ACTIVISIDN ■ NGC/B7 i: 

It's clearly a no-brainer of a PS2 conversion, 
but Tony Hawk's 3 is so good it hardly 
seems to matter. Packed with unbelievable 
grinds and stunts, backed up by a mountain 
of hidden extras, and benefiting from vast 
j skate parks, if you haven't tried Hawk's on 
for size before, now's the time. 



(S 







EA SPDRTS ■NGC/B3 



{\nsftft 



<tf 4d Like Tony Hawk's, this has got PS2 written 
I all over it in big, fat neon letters, but it still 
-k manages to perform wonders with your 
ysj Cube. Fast, spectacular courses, brilliant 
shortcuts and secrets and some timely mid- 
Si piste scrappage make this conversion 
brilliant, brilliant entertainment. 



LUIGI'S MANSION 



o? 



BURNOUT 



DDNALDDUCK 

GDIN' QUACKERS 




NINTENDO ■NBC/B7 £J 

Mazza might have been late to the party 

this time round, but brother Luigi managed 

to ease the pain with this 

fantastically playable 

combination of Super Mario 

World and Ghostbusters. It's 

maybe a bit short, but still ace. 



>wtft 



StlC 



/ 



-■»{•' ACCLAIM BNGC/E7 f" 



On the N64, we had to wait three years for 
a driving game. Now we've got a killer 
racer from day one: with lightning-fast, 
spectacular crashes, inch-perfect handling 
and one of the smoothest, most impressive 
engines around. Burnout is a dream of a 
game, even if it's over a bit quickly. 



72 NSC ISSUE 71 



PIKMIN 






NINTENDO ■ NGC/GS 

Dreamily created using textures From 
Shigsy's own garden, Pikmin is a genius 
I real-time strategy with multi-coloured 
vegetables, beautifully simple controls and 
expansive, tactile worlds. It's over a bit 
quickly if truth be told, but don't let that 
put you off: this is Nintendo brilliance. 



KDNAMI ■ NGC/GS 

This once-untouchable Football giant makes 
its debut on Gamecube sporting a Few nasty 
cuts and bruises, including a lack of pace, 
huge turning circles and 'sweet spots'. Even 
so, it still rates as a majestic example of 
footie in a disc, even though an ISS with 
faults is hard to stomach. 



AGENT UNDER FIRE 



EABNBC/7D 

ColdenEye's reputation as one of the best 
shooters of all time is. . . totally unscathed 
by EA's latest 007 shooting game. Mainly 
comprises stodgy, good-enough FPS levels 
i featuring boring guns, stupid enemies and 
stock Bond-by-numbers cliches - but the 
driving sections are an absolute sensation. 



SDNIC ADVENTURE 2: BATTLE 



SEGA/INFDBRAMES 
NBC/B7 

It moves like greased weasel-turd, it looks 
beautiful, it's solid enough - but this sequel 
is underwhelming, dressed in next-gen gear 
but sporting Mega Drive-era ideas. It offers 
some intriguing GBA connectivity - shame 
more isn't made of this part of it. 





SPY HUNTER 



LUST KINGDOMS 



■ 

. ■ i 



© 17 



ACTIVISIDN ■ NGC/7D 

Nerdy CCG-ing comes to the Cube in this 
surprisingly accomplished RPG, in which 
you collect cards and battle mythical 
monsters in pretty fantasy landscapes. 
Might not sound like much, but Lost 
Kingdoms is far more than the sum of its 
parts. Try it and you just might get hooked. 



CRAZY TAXI 



|9282fe«. 




rg 



SEGA/ACCLAIM ■ NGC/G7 

It's as good as it was on Dreamcast and PS2, 
but that's just the point: Crazy Taxi is old, 
and nothing's been done to update it for its 
Gamecube release. Shame, because with a 
bit of polish this could have found a new 
lease of life - as it is, it's still excellent fun, if 
a little elderly. 



CEL DAMAGE 



DRIVEN 



EXTREME G 3 



NBA COURTSIDE 2DD2 



1 




■fJc^^m 




LP%^Sj« 





satsr 4H 

!1 6"n" 



ACCLAIM ■ NGC/B7 

A bit of an underrated gem. Extreme C 3 
offers pulse-shattering speed, huge, 
sprawling, well-designed tracks, some 
ingenious - and surprisingly tactical - 
weaponry and eye-spanking visuals. It's a 
tiny bit soulless, and the multiplayer's a bit 
rank, but this is good stuff. 



BLOODY ROAR: PRIMAL FURY 



JE; ACTIVISIDN ■ NGC/GS 

Okay, so Smash Bros pummels it so hard it's 
• ft about ten feet into the canvas, but Bloody 
1 1 Roar still manages to offer some quick, 
exciting punch play, and comes with the 
added bonus of some dual-action 
characters. One of which changes into a 
rabbit. And another into a Gecko. 



—*t; NINTENDO ■ NGC/GS 

—-■^ff — \^ Well, Nintendo might have called a day on 
_ . _, Left Field, but the US developers have 

certainly gone out with a bang - shame it's 
basketball, really. If you're 'into' sport, 
you'll appreciate the gameplay parallels 
- — between this and ISS, otherwise it'll just 
seem like another boring hoop game. 



NHL HITZ 20-02 



(3 




MIDWAY ■ NBC/67 73 

Ice hockey is probably the most acceptable 
| of American sports, and NHL Hitz 20-02 
proves to be genuine fun in places, with 
super-slick, fast-paced puck action. Behind 
the scenes, this is great as well, with trade- 
ins, player creation and a neat behind-the- 
scenes documentary. Good stuff. 



SPIDER-MAN: THE MD VIE ] DAVE MIRRA BMX 2 



-*-■ 



ACTIVISIDN ■ NGC/GS 72 

A brain-bendingly terrible camera threatens 
to do more than make your Spidey sense 
tingle, but this 3D adventure grows on you 
the more you play it, and for fans of the 
comics there are some really neat little 
touches, as well as timely comebacks for 
the likes of Scorpion and The Vulture. 



ACCLAIM ■NGC/B7 

The problem with Dave Mirra 2 is that it's 
simply not as good as PlayStation favourite 
Mat Hoffman. Which is a shame, because at 
its heart beats a decent game, packed with 
stunts and tricks, expansive arenas and a 
great soundtrack. But none of that is quite 
enough to make this a real must-buy. 



TARZAN FREERIDE 

Batman Vengeance NEC ~ 70 
Driven NEC : 60 

Cel Damage NEC/68. 60 

Tarzan Freeride NGD/67, 59 
Spy Hunter NEC Z 55 

The Simpsons Road Rage 

NBC/68 52 
Dark Summit NBC 51 

Virtua Striker 3 v2002 

NEC 50 
Legends of Wrestling 

NBC69. 47 
ESPN Winter Sports 2002 

NBC/67, 37 
Donald Duck Coin' Quackers 

NEC - 32 
2002 FIFA World Cup 

NEC 30 
Gauntlet: Dark Legacy 

NEC : 25 
Universal Studios NEC " 24 
Jeremy McGrath 
Supercross World NEC 6? 20 



SEPTEMBER 2DD2 NSC 73 




New stuff reviewed - but should you be 
spending your pounds on it? 

WHAT IS A BEST BUY? 



Every month we'll pick out one piece of kit that stands head and shoulders 
above the rest and award it our coveted Best Buy badge. A Best Buy will 
combine superb quality with fantastic value for money - when we hand 
something a reward like that, you know it's worth investing in. 



HIGH DEFINITION 
5.6" TFT MONITOR 

FROM JDYTECH • £93 



BUY 



Just when we thought these portable screens were destined to seal their 
collective Fate as a case of 'great idea, shame about the execution', this darling 
from Joytech pops along and turns us from ruthless cynics to wide-eyed 
enthusiasts. It features a tip-top array of peripheral options - from dual 
headphone jacks to a snappy PAL/NTSC switch - but with these things, picture 
quality is the be-all-and-end-all, and Joy tech's screen is first past the post, 
thanks to its stunning crystal-sharp picture. As if that weren't enough, the 
screen is both bigger and cheaper than the competition from other stables. A 
genuine thoroughbred (That's enough horse analogies - Ea). 



BETTER THAN. 



a 



MOBILE MONITOR 5 J* 

FROM INTERACT • PRICE £115 

It's more expensive and if s nowhere near as good, with washed 
out colours and sound distortion, though like Joytech's this does 
at least run off the juice from your Camecube. 



CUBE CONTROLLER 

FROM 6EAMERS • El 4.33 

Another third-party contoller - and not a bad effort this time. The 

analogue offers plenty of resistance and the shoulder buttons are nice and 
sturdy with a prominent digital click - although the face buttons aren't the 
most intuitive to use and are oddly shaped, and the C-stick doesn't feel 
as smooth as it should. Criminally, the analogue housing also lacks 
the eight-way notches of the official pad, and the D-pad itself is 
way too spongy, something that even the extra clip-on faces do 
nothing to remedy. Okay - but there are better ones. 

NOT AS GOOD AS... 
PRDPAD 

FROM LOGICS • £14.99 

Logic3's silver-and-black pad, still Far 
and away the best unofficial controller 
option out at the moment. 






FROM GAMESTER • £4.93 



Okay, so it's just a Gamecube game carry-case - but this is the 
best we've had in so far. It holds up to twelve games, it's 
small enough to slip comfortably into your pocket, and it's 
actually quite robust - unlike the cheaper canvas ones that 
are prone to fraying. All that just for a fiver. Again, if you're 
looking For one oF these, this is the best your money can buy. 
Very tidy indeed. 



BETTER THAN. 




GAMES WALLET 

FROM WILD THINGS • PRICE £5 

This was really good, shaped like a 
Cube and all, but it didn't offer the 
same kind of protection. 



74 NSC ISS 




ESSENTIALS 



XA 3D21 GAMING 
THEATRE 2.1 

FROM ALTEC LANSING • £79.99 

We thought that the two speaker sytems we 

reviewed previously were okay - until we 

heard these, at which point the Logic3 and 

4Gamers efforts rapidly Faded in our 

memories. To put it bluntly, Altec's system will 

blow up your brain if you turn it up loud 

enough. The subwoofer itself is enough to 

shake the very foundations of your home, 

while the two smaller speakers deliver a very 

crisp and clean rhid-to-high-range sound. 

Okay, so it might cost around £30 more than ■**&'' 

the other two systems, but you're certainly 

getting more for your money. Without a doubt, 4B%^ 

the speaker system to go for if you've got the 

readies for it. Superb. 4k' 

BETTER THAN... i> 



CUBE SDUNDSYSTEM 

FHTJM 6GAMERS • PRICE EAD 

The previous best fades into the background 
as Altec's Gaming Theatre delivers a trillion 
decibels of bass-heavy sound. 



V 



.E'TFT 



, 1 1 L 1 1 1 ■ :J 



JDYTECH • £99 

The sharpest, cheapest, 
biggest and best screen 
around so far. Absolutely no 
contest whatsoever (not that 
there's much). 



PRD PAD 

LDBIC3 • £14.99 

So far, the best third-party 
controller around - we'll be 
surprised if anyone beats it. 
It's sturdy, the analogue is 
almost perfect, and it's 
comfortable to hold. Lovely. 



lS 



<& 



XA3D2I 



Irfil 



m 



\:i 



ALTEC LANSING • £79.99 
The design might not be to 
everyone's tastes, but there's 
no arguing with the sound 
quality. So far, this is the best 
system money can buy. 



GAMECUBE 
ACCESSORY 
PACK 

FROM 4GAMERS • £29.99 



490fff=C^ 



This pack includes the same 4Camers controller elsewhere on 

this page - which isn't the best we've seen so far. The only thing 

left to lure punters to this 'accessory pack' is the added extras 

that consist of a game wallet, two clip-on faces and a memory 

card. None of which offer anything spectacular by way of value. 

The memory card is fair enough, but the wallet only has eight 

leaves of space - none of which are double-sided. 

BETTER THAN... 



ANYTHING ELSE 

FROM ND-ONE (YET) • ETBC 

No competition as yet - if you 
want a one-stop-shop selection 
box, this is your only option. 



BTZ 5D0 

RACING 

WHEEL 

SAITEK«£3D 

Not great, but still the best 
wheel available for the time 
being. Saying that, it's robust, 
and it handles well, although 
the button placement leaves a 
lot to be desired at times. 



\w^ 



BACKLIGHT 

JDYTECH • E9.S9 

Joytech come up trumps with 
a light and magnifier that 
actually works. A little on the 
bulky side, but this is as good 
as you could hope for. 



SEPTEMBER 2DD2 NGC 75 



BRITflin'S 



worth 




j 






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JOLIKTABLE RETRD fi«MB 

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A 



It's PS2 vs GameCube vs Xbox in a 



PLUSWWEonGBAandPCpics! 




!%J 



SUPER MARIO ! RESIDENT EVIL 

SUNSHINE ! gamecube 

REVIEWED! ! RATED! 



COUNMCRAE - 

RALLY 3 

PLAYTESTED! 



POKEMON SAPPHIRE AND RUBY REVEALED! 




EXPERT TIPS, HUGE FEATURES, TRIVIA AND MORE 



1 



I 



I 



INSIGHT... 




GAMING PLANET 

This month: I Am An Air Traffic Controller. No, 
seriously. See it for yourself. With your eyes. P1DS 

I'M THE BEST 

New names in our new leagues - see if you've 
made it into our illustrious competition . . . P88 

WIN!! 

FREE GAMES. 
FDPAYEAR! 

Want to pick up two free Cube 
games every month for a year? 
Better get along to P1DA 



CONTENTS 

■ How to... Super Monkey Ball 

■ How to. . . Super Smash Bros 82 

■ Tips Extra 84 

■ I'm The Best 88 

■ Subscriptions 92 

■ Mailbox 96 

■ Super Mario's World 

■ Competition 104 

■ NBC Compendium 106 

■ Gaming Planet 108 

■ EndBC 110 



V 




\^/ 



I 



y- 



/ 



/ 




/ 



TIPS FDR... 





gs q=o=o g(p o>o=o giH 0=0=0 

HJHI "gg-JUft H J£i 



SUPER 
MONKEY BALL 

NBC readers deal you in with a brilliant guide to 
notching The 'Balls fastest finishing times. . . P78 



W] 








SCORE CHART 


There are two types of challenge - Goal Challenges involve 


completing a level in th 


e most stylish way possible, and the Just For 


Fun section contains simpler honus challenges. They're all rated - j 


from 7 to A bananas - 


depending on difficulty. Tick the box as you 








CHALLENGES 


MONKEY 


COMPLETED 


RATING 


1-5 


Monkey Boy 


6-9 


Monkey Magician 


10-13 


Monkey Maniac 


14-17 


Mental Monkey 


18-19 


Super Mad Monkey 


20-21 


Super Monkey Master 


22+ 


Super Monkey Nut! 



GOAL 
CHALLENGES 



1. CITY LIMITS 

BEGINNER 6 

• ••• Q 

Drop off the right edge of the first ramp and 
aim to hit the left edge of the ramp below to 
send yourself flying towards the city in the 
background. Bounce off it (you need to get 
as high up as possible) and hold forwards 
and left to fly straight through the goal. 

2. THE WIGGLE 

BEGINNER 9 

••a 

Go at almost full-speed around the 45° 



corner, edge right then jam left to get a 
good run-up for falling off the 
platform and onto the ramp. You 
should then bounce straight onto 
the protrusion at the bottom of 
the ramp and bounce through 
the goal. 



3. BUMPER 
SHAVE 

ADVANCED 2 

• ••□ 

Go full-speed ahead and 
bear right, so that when 
you hit the second bump 
you leap onto the platform 
with the bananas. Aim to go 
left of the bumper, and up 
the ramp. When you get to the 



7B NBC ISSUE 71 




top, a well-aimed bounce off the platform 
lip will send you flying over the 
bumper minefield and straight into 
the goal. 



4. BOUNCY 

ADVANCED 19 

• 3 

Turn around 135° 
clockwise so you're facing 
the goal, then push 
straight forward so that 
you fall off the edge, 
bounce once on the 
platform below, and then 
straight into the goal. Not 
too difficult, and good 
practice for controlling all 
those important bounces. 










SUPER MONKEY BALL 

NBC readers show how to get the fastest monkey times. . . 




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5. SNEAKY 

EXPERT 4 

Go right around the first corner, then 
straight onto the edge of the platform (with 
the cluster of bumpers in the distance ahead 
of you). Turn completely around and jam 
forward. You want to aim just to the right of 
the safety railing, so that you bounce off the 
lip and into the goal. 

B. BURGER CUBE 

EXPERT 8 

• ••• Q 

jam the stick forward and fly off the edge of 
the platform at the bottom of the ramp. You 
should hit the door to the Rock 'n' Roll Diner 
building ahead. Now hold up and left slightly 
and you should fly into the goal. This one is 





ZSB&L&'V 



pretty difficult 
since the angle 
of approach to 
the goal is more 
or less vertical. 

7. 
REVERSE 

BDUNCE 

EXPERT 15 

• □ 

An easy one, this, but it's 
definitely the most stylish way 
to beat the level. With about 29.20 left on 
the clock, jam the analogue forward and roll 
at full speed. Just before you hit the bumper 
beyond the goal, let go of the control stick. 
You should bounce straight back into the 
goal from behind. 



S. BANANA 
BOUNCE 

EXPERT 16 

Here you've got to 
bounce into the goal, 
collecting the bananas 
along the way. Turn 
slightly left from the start, 
aiming for the first banana in 
the line, and jam forward off the 
edge of the platform. Bounce on 
the middle square, hit the bunch of 
bananas, and fly straight through the goal. 

S. UNDERWATER TORPEDD 

EXPERT 19 

Shove the stick forward and go full-speed 



ahead right from the start, race down into 
the lower platforms, and use your raw 
speed to shoot straight up the other side 
and into the goal. Wiggling left and right is 
required to avoid the slightly annoying 
gaping chasms that crop up in the course. 
Just aim for the goal and hope... 

ID. SANDY INSANITY 

EXPERT 27 

• ••3 

Get to the goal by the right-hand 'hard' 
route, collecting four of the five banana 
bunches along the way - and all within ten 
seconds. It's a tricky one, but as long as you 
have a little bit of luck with the inevitable 
monkey-bouncing as you go skipping and 
skimming over the gaps, you should find 
this one easy(ish). 



SEPTEMBER 2DDZ NSC 79 



tiUUHt : 3QUU 



TH ME I 87. 30 





11. SPEED FREAK 

EXPERT 48 
• ••3 

Finish the level with a x2 score multiplier 
- ie, in in under 15 seconds. One 
method is to race around all the 
curves really quickly. The 
other is to build up speed 
to launch off the second 
curve onto the fourth, 
then either race to the 
goal or jump again 
from the sixth curve 
to the goal platform. 

12. FLIPPED 
OUT 

EXPERT 50 
• •3 



your 
monkey on the 
far-left edge of the 
starting platform and wait for the cube to 
come back. When it does - and just before 
the flap comes level with the start platform 
- push forwards on the analogue. If you've 
timed it just right, the flap will rise from 
below, launch you upwards and you'll shoot 
straight into the goal. 

13. AGAINST THE FLOW 

EXPERT EXTRA A 

• •3 

Straight off, go forward and left onto the 
moving platform with a single banana on it. 
Bounce off the left-hand side and straight 
into the gaping goal on the next platform 



down for maximum style points and a 
supremely quick finish to the level. Expert 
Extra? Pah. 

14. SKI JUMP 

EXPERT EXTRA 6 

• ••3 

Fly off the platform to the left of the 
opening, landing on top of the tube. When 
you get to the bottom, aim to go up the 
tube by heading slightly right of the middle. 
With a bit of monkey luck you'll fly into the 
air, hopefully in the direction of the goal. 
Land on the last bit of tube if you fall short. 

15. MADNESS 

MASTER 3 

• ••• _j 

This is by far the hardest level in the entire 



game, so you II probably find this strategy 
easier than the 'normal' way. Go over the 
thin bridge, then roll halfway along the 
right-hand row of moving platforms. Try to 
drop down between the second and third 
large platforms and hold forward to slam 
through the goal. 

IB. FLOATING WDNDER 

MASTER 6 

• □ 

Here's how you can get to the goal in under 
five seconds. When you start, hold the 
control stick in the bottom-left position and 
rotate it slowly clockwise until it's at the 12- 
o'-clock position. Your monkey will, for some 
strange reason, then appear to defy gravity 
and float into the goal, like a hairy David 
Blaine. In a ball. 




3330 



JUST 
FDR FUN... 

I. GUITAR KNDB RDDED 

ADVANCED 11 

••3 

Jump onto one of the white guitar-knob 
things to the right of the starting position 
and see how long you can defy its monkey- 
repelling power. If you can stay on for ten 
seconds, you've passed this challenge. 

Z. RDDF MAINTENANCE 

ADVANCED 18 

• •Q 

Simply land on the roof of one of the Burger 
Cube buildings, without falling off the other 



side or hitting a wall and bouncing to your 
doom. Head to the left of the Diner signpost 
to bounce off two lips and onto a roof. 

3.R-RATED 
EXPERT 22 

• ••• j 

This is very difficult. To complete this 
challenge, you have to get your monkey to 
land and stay on the ® symbol in the corner 
of the Sega logo. To get some initial speed, 
use the method from The Wiggle challenge. 

4. BACK TO THE START 

EXPERT 28 

• •• j 

Do at least one 'lap' the wrong way (anti- 
clockwise) around the spiral track and end 
up at the start. The difficult part is getting 



enough speed to bounce back up to the 
starting platform with the arrow on it. 

5. NUN-STCP ACTION 

MASTER 1 

• •3 

Charge into the goal without slowing down 
at all - ie, without easing off on the control 
stick. You may, of course, wait for the first 
platform to arrive at the start, but once you 
start moving you can't let go. 

B.RDLL-UP 

MASTER 4 

•••a 

For this, you have to get yourself rolled up 
and trapped in the carpet. It's all about 
timing, as you mustn't let the carpet flip you 
off the side. The results can be hilarious! 



i^i'J iiJ L-JMJ 



Are you virtually unbeatable at your Favourite 

Gamecube game? Do your friends refuse to play you at 

it, fearing yet another humiliating defeat? Can you 

write a guide as unusual, interesting or downright 

brilliant as this one? If you'd like to share your 

expertise with other NBC readers then we'd love to 

hear from you. Try to concentrate on a particular 

aspect of the game rather than write a full 

walkthrough - how to win at multiplayer, or how to 

beat the game with your eyes closed, for example. The 

more imaginative, the b< 

Write no more than 1000 words and send 

guid 

Help Wanted, NBC Mag 

Future Publishing 

30 Monmouth Street, Bath BA1 2BW 

or email: ngc@futurenet.co.uk 

We'll send a selection of gaming goodies to the 
writers of any guides we print. 





All the skills and 
info you need in 
our multiplayer 
masterclass. 



1. CHARACTERS 

A good knowledge of the characters is 
essential to success - not just so that you 
know your character's moves, but so that 
you can work around the strengths and 
exploit the weaknesses of your opponents. 
Take Kirby for example - swallowing an 
opponent can be used for more than just 
stealing moves. Try eating someone and 
then chucking yourself off the edge. Now 
spit them out at the last minute and float 
back to safety. There are all kinds of cheeky 
ways to get the edge, and you'll be amazed 
what kind oF tactics you can come up with, 
so experiment as much as possible. 

2. SOFTENING UP 

Don't start attacking with Smash attacks 
right from the word go, because they take 
too long to unleash and won't get your 
opponent out of the arena anyway. So 
concentrate on using your faster basic 



TOP TEN 

BASIC 

SKILLS 



The ten most important MOVEMENT 

i kills you need to have The analogue is se 
liled down before you it's no good whacki 
start rumbling. . . and Forth all the time - your 
precision will be reduced. Get 
used to moving the stick just 
a little for slow approaches 
and lining yourself up for 
juggle combos. 



attacks to get their percentage up. 
Once you've knocked them up to around 
30 to 40 per cent, start dishing out some of 
your stronger special attacks. 

3. JUGGLING 

If you're looking to deal the most damage 
possible, juggling is the way forward. As the 
name suggests, it involves you keeping your 
opponent in the air for as long as possible. 
This can be done by knocking them up and 
then waiting for them to come down before 
knocking them up again. The more 
damage a character has sustained the 
longer it takes for them to recover, so if 
you've softened them up enough 
beforehand you'll be able to keep 
hammering away at them in the 
air and they'll be completely 
unable to retaliate. Eventually 
they'll be so badly damaged that 
you'll be able to wait for them to 



fall down onto your readily charged 
smash attack. Every character has a 
number of moves that can be used to 
knock someone into the air. Learn which is 
the best and use it to set people up for a 
good smack... 



4. ARENAS AND SCENERY 

Learn to exploit the scenery around you. 
Once you have an intimate knowledge of 
every level, you'll be surprised how 
seemingly insignificant areas can be 
used to your advantage - the cave 
under Hyrule Temple, for example, 
will protect you against Pikachu 
players, while small platforms like 
those found in Great Bay and DK's 
Jungle Japes are great for frustrating faster 
characters like Falcon, as they can fall off by 
accident very easily. 

One of the best ways of using scenery to 
your advantage is to exploit in-game 





IT^faf IHIIH" 



• • 



82 NSC ISSUE 71 




Use L or R. The shield is the 
most basic form of defence 
and should never be 
underused - it's crucial for 
giving you the edge. Don't let 
it reduce to nothing, though. 
Remember that it can also 
deflect laser bolts and bombs. 



Every character apart from 
Yoshi and Jigglypuff is entitled 
to three consecutive jumps - 
two via the jump button and 
finally Up + B. That final 
button combination will save 
your hide on plenty of 
occasions - remember it. 



BACKFLIPPING & ROLLING 
Use your shield and tap to the 
left or right. You're pretty 
much invulnerable while you 
do this so it's great for getting 
out of a pile-up. A roll 
followed by a special/Smash 
move just after is one of the 
best ways to counter-attack. 



SUPER SMASH BRDS MELEE 

Break faces and crack bones with the ultimate Smash guide. . . 




glitches. There are some parts of the 
environments which aren't as solid as they 
seem, and some attacks can be performed 
on opponents on the other side. You can, for 
example, perform Smash attacks through 
Great Fox's central wing on Venom, while 
keeping yourself from harm. You can also 
perform Smash attacks through the little 
platforms on levels like the Fountain of 
Dreams and Pokemon Stadium - people 
don't expect these attacks, so look out for 
them. Lastly, try cornering opponents 
against scenery to trap them into taking a 
beating. This is a great technique For 
characters with rapid-fire attacks (like Kirby 
and Link) as you can often rack up 40 per 
cent-plus damage before they can escape. 

5. EDGE GUARDING 

The most annoying technique - but it's a 
vital skill as it means you can defeat enemies 
even if they haven't taken much damage. As 



soon as an opponent has been hit off the 
arena, they have three jumps to get back 
into play. Edge guarding works by standing 
on the edge of the arena, waiting for your 
opponent to jump back, and then just before 
they make it, you give them a cheeky smack 
to keep them off. More often than not they'll 
have used all three jumps attempting to get 
back and so all they can do is watch 
themselves plummet to their doom. 

6. AIR DODGING 

Air dodging is another technique that's 
easily forgotten. When in mid-air, squeeze 
the shoulder button and you'll stall your 
character's decent. Input a direction on the 
analogue stick at the same time and you can 
slightly switch direction too. This technique 
is great for messing up an edge guarder's 
timing - giving you a better chance of 
getting back into play. It's also good for 
getting out of the way of thrown items, but 



more importantly, 
it's the best way of 
avoiding being 
juggled in the air, 
which when you're at 
your most vulnerable. 



7. THROWING ITEMS 

One of the best things about the multiplayer 
is that you can use the C-stick to perform 
weak Smash moves. If you're holding an 
item when you use it, you can throw the 
item in the direction you flick it, making it 
much easier to time effectively. Throwing 
items is one of the best ways to egde-guard, 
allowing you to keep people off the arena 
without having to wait for them to jump 
back. Some items can deliver quite a nasty 
smack, too - baseball bats are vicious when 
thrown. One good tactic is to keep throwing 
it over and over, picking it up and lobbing it 
once it's bounced off your target. If there 



are multiple objects on 
the ground, you can 
even use them to keep 
people in the air by 
throwing them upwards. 
Don't be shy picking up 
bombs either. One of the nastiest 
ways of getting multiple KOs is by 
grabbing a bomb, jumping over a brawling 
threesome, and chucking it downwards. 

8. CHARGING 

Some characters have very strong moves 
that take some time to unleash - GanondorF 
and Roy are particularly good examples. It's 
also worth noting that you can charge 
moves up in mid-air. With Captain Falcon's 
Falcon Punch for example, try double- 
jumping into the thick of the action and then 
pressing B from the moment you leave the 
ground. By the time you land, it should 
unleash itself almost instantly. 





DODGE 

Tap down when your shield is 
up for a quick dodge towards 
the screen. This is great for 
interrupting your opponent's 
attack, giving you time to 
counter with a basic attack 
and regain control of the in- 
game situation. 



Inadvisable when yoi 
tight arenas, as it's eas 
chuck yourself off the edge - 
but double-tapping the 
analogue is a speedy way to 
get your attacks in. Also good 
for timewasting on levels like 
Hyrule Temple and Corneria. 



Every character has loads of 
moves, all of which pretty 
much boil down to a direction 
along with A. They may be 
weaker, but they're the 
fastest of all your attacks. 
Learn which are best for 
every situation. 



SPECIAL ATTACKS 
These have uses above and 
beyond just causing damage. 
Many specials can be used to 
set up opponents for an even 
harsher beating. Moves that 
launch enemies straight up 
into the air can be followed 
up by a 'juggling' move. 



SMASH A 
These take time, so use them 
wisely. They don't have to be 
fully charged, either. The basic 
move can hit an opponent out 
of the arena at around 120 per 
cent damage - a fully-charged 
Smash is best used against 
airborne enemies. 



Even if you're a lightning- 
quick combo master there's no 
denying items can help a 
match go your way. Every 
character has items they're 
best at using. Learn which 
items need to be sought out 
and which can be forgotten. 




AGENT 



CONTROL 

Sure, we're all ColdenEye experts now, but 
this latest Bond adventure is an entirely 
different experience, so here's some 
pointers on in-game etiquette... 

■ Don't use full auto unless you 
find yourself in extremely 
close quarters. Using 
short, sharp bursts is far 
more accurate. 

■ Likewise, avoid the 
temptation of using 
explosives in 
confined spaces - 
it'll only end in tears. 
And blood. 

■ While using crates 
for cover is common 
sense, never duck down 
behind the orange oil 
drums - they're liable to 
explode all over you. 

■ When being shot at by snipers, the 
easiest way to take them out is to aim at the 
spot where the laser flash comes from. 

GUNS, GUNS, GUNS! 

Resourceful use of your artillery is vital if 




you ever want to have a Martini (shaken, not 
stirred) again. So here's a kill count for the 
most common weapons. . . 

■ Wolfram P2K 3 shots 

■ Windsor Viper 1 shot 

■ IAC Defender 2 shots 

■ Dart Gun Instant kill 
■ Golden Gun Instant kill (only 
in multiplayer mode) 

Koffler& Stock KS7 3 shots 
■ Calypso P-750 2 shots 
KA-57 1 burst of fire 
■ Koffler&StockD17 2 
shots 

■ Punch Instant 
knock-out from 
behind 



■ If you've got a Q-Claw, use it to grapple 
onto a ceiling and then hold down B to stay 
there. Now you can blast away at your 
bemused pals! 

■ If the MRL-22 is your weapon of choice - 
and there's no earthly reason why it 
shouldn't be - then make sure you aim For 
the ground as opposed to the character to 
inflict maximum damage on them. 

■ When perched on a high area, use the Q- 
Claw to lower yourself down. This not only 
stops you getting hurt, but also allows you 
to accurately drop down behind other 
players for a sneak attack. 

■ Speaking of the Q-Claw, you can also use 
it to inflict damage by holding down B. Sure, 
it's not exactly powerful, but using it always 
raises a smile. 



BIT-PART 
PLAYERS 

Fancy some extra 
characters to mutilate 
your mates in 
multiplayer mode with? 
Complete the following 
levels, gaining a platinum 
medal along the way... 

■ To get Stealth Bond, complete the 
Dangerous Pursuit level. 

■ To get a Guard, finsh Cold Reception. 

■ To be an Alpine Guard, complete Streets 



HANGING AROUND 

If you manage to find a piece of your 
spaceship with time left to spare, remember 
to use it to plant more pikmin and knock 
down other walls, as opposed to finishing 



ATTACKING ENEMIES 

They may be cutesy I 
darlings, those pikmin, 
but they're also 
quite snappy in a 
battle situation. 
Remember to 
either sneak up 
or attack 
enemies from 
behind to 
minimise your 
casualties, and 
watch out for 
deserters 
attempting to take 
carcasses back while 
there are still monsters on 
the prowl. Finally, if a beast 
seems to be shaking your little yellow and 
red and blue allies off too easily, throwing 
them at the monster should do the trick. 



SUPER 
SMASH BROS 
MELEE 

ALTERNATIVE VICTORY POSES 

Fancy gloating over your beaten opponents 
with a few alternate victory poses? Well, 
hold down X or Y as soon as the match 
ends. Assuming you win, of course. 

Trophy Arrangements Holding down the Y, 
L or R buttons when entering your collection 
of trophies will cause them to be arranged 
in either a triangle, in rows, or in a circle 
respectively. 

Pikmin! Starting up the game with a Pikmin 
save on your memory card will give you a 
free Captain Olimar trophy! 

Co East It's possible to see Japanese 
versions of Nintendo's consoles in the 
trophy room, including an extra-nifty bonus 
Virtual Boy, by changing the game language 
to Japanese. 




84 NBC ISSUE 71 



TOP TEN TIPS 

So here it is: tippage by you lot. Top Tip wins a game From The Drawer - 
simple as that. Got an original tip? Use the form on the next page, then! 



TER 



'!'»;..- 



3*W* 




I. LUIGI'S MANSION 

Burning down the house 

Remember when you said how it wasn't possible to bum the entire darn house 
down? Well, you were wrong. WRONG! Well, sort of. See, once you've collected the 
fire element, it's possible to burn down those pesky trick doors. 
Oliver Pemble, Cheshire 



2. SDNIC ADVENTURE 2: 
BATTLE 

Chao Dark 

Continuously petting your cute 111' Chao 
with a 'dark' character will eventually 
turn your little pal over to the dark side. 
iee Clark, Derby 

3. SUPER SMASH 
BRDS MELEE 

Fox clever 

When playing as the spacetastic Fox, 
press L, R, L, R very quickly on the 
joypad to call up Falco and friends for a 
little help. Note that this only works on 
the Great Fox and Venom stages. 
Mathieu De Guchteneere, Brugge 

A. ROGUE LEADER 

All TIEd up 

When there's a TIE Fighter on your tail, 
wait until the camera pans out before 
tapping X to make it disappear. 
Ann Rao, London 

5. SDNIC ADVENTURE 2: 
BATTLE 

Bump 'n' grind 

When grinding, never use the analogue 
stick - simply press and hold B and 
you'll move faster and longer. 
Euan Cameron, Greenock 

B. BURNOUT 

Speed lines 

For maximum speed boostage, drive 
over the white lines in the middle of the 



road on a straight. 
Scott Callard, Devon 

7. RDBUE LEADER 

Twin Falcon 

Pilot the Millennium Falcon in the Battle 
of Endor mission and there will be two 
of the rickety ships floating in space! 
Janne Kaitila, Finland 

8. TDNY HAWK'S PRO 
SKATER 3 

Nose best 

When in a manual, press R to do a pivot 
and then press it again to pull off a nose 
pivot, which should bump your points 
total up nicely. 
Jordan Bradbury, Hampshire 

B. SDNIC ADVENTURE 2: 
BATTLE 

Ringing the changes 

It's possible to sell items from your Chao 
garden, such as fruit and eggshells, in 
exchange for rings. 
Darren Holmes, Wales 

ID. PIKMIN 

Over the wall... 

To increase your pikmin supply really 
quickly, bomb-rock the wall next to the 
stump at the impact site, and take some 
blue pikmin out there - you'll find some 
clams with pearls that are worth 50 
sprouts! Throw them into the pikmins' 
mouths and then call them back. 
Paul Wilkie, Fife 



TIPS EXTRA 



The injection of help you need to ease your gaming pain 




The doctor will see you now - and his 
stethoscope is very cold. Cough, please. 




Dr Kites, 

In Agent Under Fire, the guards wearing 
black are giving me hell. How can I stop 
them from ending my game sessions early? 
Don Rowan, Devon 

Dr Kitts gives himself a CAT scan. . . 

What you need to do to send these super- 
thugs to meet their maker is take your time 
and line up some head shots. This will 
dispose of them in one hit, as opposed to 
many random multiple shots. Remember, 
you young whippersnapper - patient head 
shots are a virtue. 

Dr Kitts, 

I'm having huge problems with those bomb- 
rocks in Pikmin. I keep blowing the wrong 
things up. What am I doing wrong? 
Jennifer Berry, Essex 

Dr Kitts looks up Senegal in the index of 
his World Atlas... 

Ah, the age-old art of dealing with explosive 
devices. Why, in my day it was a staple part 
of the school curriculum, along with Greek, 
Latin and bare-knuckle boxing, but now they 
seem more concerned with things like Life 
Studies. Whatever - what you need to do is 
pick up a bomb-rock, then make sure you 
throw the pikmin with it at your target. 
Devastatingly simple. 

Dr Kitts, 

I'll be brief, as I think you're a man who 
appreciates the art of brevity. How do I beat 
The Vulture Escapes clash on Spider-man: 
The Movie? 
Carlton Hines, Warwick 

Dr Kitts calculates Pi to 2,078,021,076 
decimal places... 

The answer to your question is to try the 



peaceful way for once. Forget trying to take 
The Vulture down - for now, at least - and 
instead repair everything he destroys with 
webbing. The easiest way to avoid his 
projectiles is to stay above him, altitude wise. 
Er, obviously. 

Dr Kitts, 

Okay Kitts-meister, how do I gain some 
super-high stunt scores on SSX Tricky? It's 
just that there's this beautiful young lady I 
want to impress... 
Franco Smith, Nottingham 

Dr Kitts has a turn for the worse while 
perusing the goods on sale at the dairy 
aisle of his local 24-hour supermarket. . . 

You poor misguided fool! Playing 
videogames isn 't going to impress young 
ladies! Well, not attractive ones, anyway. But 
whatever, the answer to your dilemma is 
that pressing Down and Left on the D-pad, 
the L, R, then Z and B should see you pulling 
off a very tasty non-Ober Jump. Now, be off 
with the lot of you. 




SEPTEMBER 2DD2 NGC 











Harness the power of codes to 
enhance your gaming success. 

SSX TRICKY 



■ Complete all the chapters in your Trick 
Book and you'll unlock the alternative 
character costumes. 

■ Complete the World Circuit mode with a 
Master rating to access the chrome outfits. 

■ To use a character's Uber Board, complete 
all of the tricks in their trick chapter. 

■ Achieve any medal in all of the courses in 
Race mode to access the Untracked course. 

■ Gain any medal in all of the courses in 
Showoff mode and the Pipedream course 
will be at your disposal. 



LEGENDS DF 
WRESTLING 



■ To unlock Fritz Von Erich, complete the 
career mode with Kerry Von Erich. 

■ Completing the career mode with Kevin 
Von Erich will let you play with David and 
Michael Von Erich, for wholesome Von Erich 
family fun. 

■ Finish the career mode with any of the 
loved' wrestlers and you'll be able to fight 
as Jimmy Hart. 

■ To fight as Cool Captain Lou Albano you'll 
need to beat the career mode with any 
'hated' legend. 

■ Completing the South East Territory will 
unlock King Kong Bundy for you. 

■ Complete the game with any character in 
Career mode and you'll unlock the following 
hidden arenas: Back Lot, Gym, Beach Resort, 
and Casino. 

■ Successfully completing the Vs 




Tournament will give you 
access to Ivan Koloff. 

■ Completing Career 
mode with Terry 
Funk will unlock 
Dory Funk. 

■ Claiming the Tag- 
Team belt in 
Tournament mode 
will allow you to 
compete as Mr Fuji. 

■ Winning a tag-team 
tournament will unlock 
Robert Gibson and Ricky 
Morton (aka the Rock-N-Roll 
Express). 

■ Beating the Career mode with The Sheik 
will open up Sabu as a playable character. 

■ For the full complement of rasslin' rogues 
head to the main screen and enter the 
following: Up, Up, Down, Down. Left, 
Right, Left, Right, Y, Y, X 



VIRTUA 
STRIKER 3 
V2DD2 



■ To unlock the Century Stadium, play the 
Road to International Cup until you get to 
year four. It will then be available for 
selection after you win your first game in 
the World Cup. 

■ To play as FC Sonic, accumulate 20 points 
in Ranking Mode. They will then challenge 
you, and become yours to play with if you 
beat them. 

■ To unlock Yukichan United, you need to 



accumulate 30 
points in Ranking 
Mode, then see off 
your challengers. 
■ To strut your stuff in 
the Velvet Stadium, you 
merely need to win the 
World Cup! 



LOST 



■ The text on the loading screen can be 
moved around with the wonders of the 
analogue stick. 



JEREMY 
MCGRATH 



'Moon Gravity'. Great. 

■ Down, Down, Down, L, R, Z Unlimited 
Turbos 

■ L, R, Z, L, R, Z No boundaries 

■ Z,X,Z,X Tag Mode 

■ L, Z, Left, Right, B, B Tiny Mode 

■ To unlock all of the bikes, complete 
Hardcore in Career Mode. 



BURNOUT 



■ To unlock the Roadster, you need to 
complete face-off 1. 

■ To unlock the Tow Truck, you need to 
complete face-off 2. 

■ To unlock the Saloon GT, you need to 
complete face-off 3. 

■ To unlock the Bus, you need to complete 
face-off A. 



SUPERCRDSS SMASH BROS 
WORLD 



Enter these codes on the main menu for the 
following snazzy effects: 

■ B, X, R, L, Right Big Heads 

■ Up, Up, Y, Y, X, X Bouncy Bike 

■ Left, Right, Up, Down, B, B, B Gives you 



■ It's possible to listen to different music 
while you're practising the Target round - 
just hold down the L or R shoulder buttons 
while choosing your character. 

■ Holding down L, R and Start at the same 
time on the stage screen also causes 
different music to play. 




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ARE YOU 'GAMP (HO HO)? SEND US YOUR 
SCORES THEN - WE'LL PRINT THE BEST RIGHT HERE! 



T 



H 



® STAR PERFORMANCE 



J Well, it's 

been another one 
oF those months. The 
Luigi's Mansion Gs challenge 
has loomed large, in much 
the same way as Jud's Face 
looms large on West Country 
police noticeboards after one of his 
weekends spent 'cleaning up' the 
punk-infested streets of Trowbridge. 
And we're not talking dustpan and 
brush, here - last week it was with a 
Barrett .338 Lapua Magnum semi-auto 
sniper rifle with laser sight and full- 
metal jacket armour-piercing bullets. 

)ud might be able to unload a full 17- 
round Clock clip into a crack dealer in 
just under 3.2 seconds, but this pales in 
comparison to some of the times and 
scores we're beginning to see coming 
in From you lot - not bad when you 
consider Gamecube's only been out For 
a couple oF months. But we also want 
to hear what games challenges you'd 
like to see on the boards - we'll be 
hoisting up new leagues soon, so send 
your scores and ideas in to the usual 
address now... RIGHT NOW 




®. 



©How the seemingly 
mighty have 
Fallen. No sooner ^^^ 
than East Sussex's 
Jamie Butters had sealed the envelope to his planet- 
beating score on Luigi's Mansion, than cocky new boy Daniel Mitchell 
(suspiciously, also from East Sussex) slipped in ahead of him by the 
slimmest of margins (a mere 380,000Gs). 

Anyway, that's enough Luigi's Mansion. This month we were sent 
some worringly accomplished Monkey Ball performances recorded on a memory 
card. Hapless chimps pinballing randomly off scenery, to somehow cross the 
finish line in a matter of seconds? It can be done - turn to page 78 for the 
evidence. In the meantime, Patrick Waring, Pete Lovell Ian Minett and Dave 
Chamberlain are due a manly slap on the back, a frothing pint of nut-brown ale 
(age permitting), and some certificates - that's five in one month. Snakes alive! 




HDWTD PROVE 

YDUR ACHIEVEMENT 




When sending us evidence oF your 

gaming achievements, it's useful to 

Follow these steps... 



PHOTOGRAPHS 

If you're sending us photographic evidence: 

1. Turn off the camera's flash (or cover it up) 
to prevent it from reflecting off the screen. 

2. Make sure there's no sunlight coming into 
the room. 

3. Use a fast film (a 200 or 400 ASA). 
A. IF you're using a digicam then use a 
slower shutter speed. 

5. Point at the screen and click away. 

PLEASE NOTE: In the past we've had experience of 
certain scamps 'fiddling' with their photographic 
evidence, so this time round we're being extra-specially 
(is that right?) careful. We would, in fact, welcome video 
evidence over photographic evidence, if, however, you can 
only send photos, be warned: any doubts over the legality 
of your entry will lead to instant disqualification, and 
jeering. Harsh but fair, we feel. 



VIDEO 



If you're going to be sending us the 
evidence that comes on a tape, follow these 
instructions carefully: 

1. Plug the TV lead from the Gamecube into 
the Signal In socket of your video. 

2. Connect the Signal Out socket on your 
video to your TV. 

3. Once everything is switched on, find a 
spare channel on the video and search for 
the signal. 

4. After completing and recording the 
challenge, send us the tape (rewound back 
to the beginning if you please). 



fA 



PERFORMANCE. 




Name 

Address . 



Postcode 



Send to: 

I'M THE BEST, NBC Magazine, 

30 Monmouth Street, Bath, BA1 2BW 



If you don't want to cut up your magazine, send a photocopy 

instead, and continue on another bit of paper if you njn out of room. 

Or just write with something other than Finger-paints. 



LUIGI'S MANSION 



STAR WARS: RDBUE LEADER TDNY HAWK'S 2 






See how many Gs you can notch 
up at the end of the game. 




1 


Daniel Mitchell, East Sussex 


184,440,000G 


2 


Jamie Butters, East Sussex 


184,060,000G 


3 


Jack King, Brentwood 


179,345,O00G 


1 


Lee Mclntyre, Exeter 


173,330,0O0G 


5 


Matthew Ellison, Cheshire 


165,245,000G 








See how long it takes you 
to dispose of the final boss. 


1 Tim Wingate, Tyne 8. Wear 


122 sees 


2 Grover Mitchell, Newport 


139 sees 


3 Alex Gough, Rochdale 


142 sees 


4 Jonathan Bisaby, Leicester 


144 sees 


5 Kelvin Murphy, Taunton 


151 sees 




We 'II need cast-iron proof of 
both of these in either 
photographic or video form 
- and for the boss 
encounter, we'll only 
actually accept videos. 

Take a look over at 
the previous 
page for tips 
on how to 
record your 
triumphs. 



Daniel Ashmore, Cheshire 



Mark Spencer, Galloway 



Ben Fitch, Carlisle 



Ian Scart, Manchester 



Jan Dolby, Denmark 



72 

_68 
65 






Highest accuracy on Death Star Attack. 




1 Ashley Coe, Middlesex 69% 




2 Reece Croft, Pontefraet 63% 




5 Daniel Ashmore, Cheshire 62% 


i 


1 James McCabe, Derry 60% 




> Martyn Heule, Netherlands 60% 






Fastest time achieved taking out the 

Star Destroyer in Razor Rendezvous. 

* 




1 Martyn Heule, Netherlands 0:43 




2 Daniel Ashmore, Cheshire 0:52 




5 Jeff Baker, Newport 0:53 


1 


i Richard Tee, Ayr 0:52 




5 Michael Carson, York 1:00 




Hey! Travelling through hyperspace ain 't like dustin ' 
crops, boy. Whatever relevance that has to anything at 
all, ever. A photo of your scores at the end of the level 
will just about do - but video is, as ever, preferable. 



@ 


Highest point score on 
The Foundry level. 


1 


David Peacock, Co Durham 


3,886,325 


2 


Francis Gover, London 


1,530,200 


3 


Alex Costello, Coventry 


962,243 


4 


Calvin McDonald, Troon 


934,980 


5 


Robert Kilpatriek, Switzerland 


467,992 




Highest trick combo on the Canada 
level. 


1 


David Peacock, Co Durham 


3,886,325 


2 


Gary Lord, Hull 


2,173,200 


3 


Michael Ejih, Netherlands 


1,264,190 


4 


James Bergerac, Richmond 


900,334 


5 


Trevor Camaby, London 


732,460 




Highest score on the Rio level. 


1 


David Peacock, Co Durham 


2,574,133 


2 


Richard McCord, Norwich 


2,478,920 


3 


Conor Shea, Cork 


1,936,700 


4 


Gary Lord, Hull 


1,921,333 


5 


Alvin, Dundee 


1,110,754 



Remember, Tony Hawk's 3 is blinkin' hard, so you'll 
need to put in the hours - once you have, get us your 
proof of the end screen in either photographic or, 
preferably, videographic form. Ta very much. 




■■■■■I 



SEND YDUR ENTRIES TO: I'M THE BEST, NBC MAGAZINE, 3D MDNMDUTH STREET, BATH, BA1 2B W 




SEPTEMBER 2DDZ NSC 



WAVE RACE: BLUE STD 



:©: 



CRAZY TAXI 




H 


Your best race time on 
Aspen Lake in Easy mode. 


1 


Ben Tatlow, London 


1'05"381 


2 


Jonathan Mace, Hants 


1'05"969 


3 


Martin McManus, Edinburgh 


1'26"381 


4 


Justin Spacek, Aberystwyth 


1'39"130 


5 


Carl Miller, Isle of Wight 


1'41"222 







Your best stunt score 
on Lost Temple Lagoon. 






I Paul Beesley, Leeds 


1'03'143 






I Sam Carr, Newport 


1'04"894 




5 Jon Grey, Newport 


1'04"910 




1 Justin Space, Aberystwyth 


1'05"324 




5 Gary Lord, Hull 


1'08"597 










Your best lap time on Southern Island 
in easy mode. 






1 Ben Tatlow, London 


0'21"581 


■ 




2 Martin McManus, Edinburgh 


0'2S"446 




3 David Spackman, Kent 


0'32"120 




4 Adam Stone, Chichester 


0'36"980 




5 Stephen Blake, Brighton 


0'37"683 



Fancy some? Again, we 'II need cast-iron proof of your 
achievements - video is our choice medium, although 
we may also accept some photographic evidence, 
provided - of course - that it hasn't been altered or 
messed with in some way. 







SDNIC ADVENTURE 2 




How much money you can 
nab in the Ten Minute Mode. 


1 Alistair Kendall, Bristol 


$12,340 


2 Billy Keach, Essex 


$11,693 


3 Karl Davies, Lanarkshire 


$9,520 


4 Sam Carr, Newport 


$9,462 


5 Calvin McDonald, Troon 


$9,014 




r- ■ 

What your longest jump in Crazy 
Jump is. 


1 Alistair Kendall, Bristol 


351.63 


2 Jonny Elstree, Nottingham 


346.98 


3 Billy Keach, Essex 


339.81 


4 Nicky Day, Chester 


339.73 


5 Gary Lord, Hull 


328.91 





What's your highest 
Crazy Drift combo? 




1 


Billy Keach, Essex 


19 


2 


Nicky Day, Chester 


17 


3 


Alistair Kendall, Bristol 


15 


\ 


David Spence, Rochester 


14 


5 


lain Hansen, Tewkesbury 


13 



for this one, we'll accept photographic or video 
evidence, but we won't accept fiddled-with' photos 
and we won't accept bribes, either. You know who you 
are. . . Well, on second thoughts, it depends how much 
you're offering. 



How many rings you can get at the end 
of the Juggernaut chase section. 



Jason Roberts, Stockport 



Tim Johnson, Bucks 



David Nielson, Yeovil 



James Coleridge, N Yorks 



Nicholas Gill, Exeter 



87 

HI 
83 

78 

77 




What time you can notch up on 
Escape from the Military Base. 


1 Nicholas Gill, Exeter 


01:47:59 


2 Jason Roberts, Stockport 


01:51:43 


3 Alan Farrier, Plymouth 


01:51:48 


4 Tim Johnson, Bucks 


01:55:32 


5 Richard Hood, Ayr ^^ 


02:02:46 



Only the fastest need 

apply for 

this 

challenge. 

And we'll 

need video 

evidence for 

both of these 

beauties, too. 




SEND YDUR ENTRIES TD: I'M THE BEST, NBC MAGAZINE. 3D MDNMDUTH STREET, BATH, BA1 2BW 



3D NSC ISSUE 71 



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32 NGC ISSUE 71 



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'With sing. 

A true story for you: I work as a co-host at a radio 
station called C-Dance in Belgium, based in a little 
village called Wuustwezel. It's pretty deserted, 
with lots of open fields with nice cows in them, 
doing their - you know - business. Er, anyway, 
one day we got a visit from popular 'beat combo' 
Ian Van Dahl (I believe they're big in the UK), and I 
took the opportunity to pose with singer Annemie 
and my copy of NBC. She said she really liked the 
mag. and I told her everything about the 
marvellous Gamecube. She was enthralled. 
Kris Nicola), Belgium 

Entralled? Bet she was. Ed 

We're so impressed with Kris' 
celebrity stalking that we want 
more. We want to see pictures of 
'famous' celebrities holding a copy 
of NEC How you get them to do it 
and who they are, we don't care. The 
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30 Monmouth Street 

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or email ngc@futurenet.co.uk 



- ^.x 





'Current crop' 

Although criticism of the new Zelda has obviously fallen 
away now that everybody's seen it in action, I still can't 
help but feel it was the only thing Nintendo could have 
done. The transition between Zelda: Link to the Past on 
the SNES and Ocarina of Time on the N64 was amazing 
- and a lot of it had to do with the switch from 2D to 
3D. That switch isn't possible with the new Zelda. and 
anyway, there's only so far developers can go in terms 
of realism on the current crop of machines. Adaptation 
is the key, as this'll allow greater flexibility. Thankfully, 
this is what The Big N have realised and are doing: not 
being drawn into the inevitable advances in technology, 
and instead taking games in new, exciting directions 
and the Cube to its creative limits. Good on 'em. 
Joe Davis, Wiltshire 

Nintendo rarely get it wrong when it comes to 
games, and they're unlikely to start with Zelda. 
Sceptics might be fooled by how the game looks, but 
the rest of us shouldn't: at its core beats the heart of 
a very adult, hugely inventive adventure game. Ed 

'Handing out' 

Does anyone else worry that the increasing amount of 
titles Nintendo are handing out to second- and third- 
parties, as good as they're likely to be, will have a 
detrimental effect on the overall quality of the Cube's 
line-up? As far as I'm aware, Nintendo have just two big 
in-house projects - Mario Sunshine and Legend of 
Zelda. Where are the other world-beating titles coming 
from now Sega have F-Zero and Namco have Starfoxl 
Gary Roberts, via email 

Wouldn't worry too much. We might not 
see the reasons why this year, but 
secret projects are very much on 
inside the reinforced walls of 
Nintendo. Mario Kart and 
1080° are two - the others 
are brand-new franchises. 
Keep 'em peeled. Ed 



Bonus 
Letters 

How about infuriating 

drunken hobos by poking 

them with sticks until the 

council takes them away? 

Phil Creig. via email 

/ love it when a plan 

comes together. Ed 

It probably left with 

Greener, hidden 

somewhere in the vast 

emptiness of his brain. 

Tim Coles, via email 

Brain? Greener? Ed 

I'm assuming this was 

some sort of joke. 

Toad', via email 

Sort of. Ed 

You should replace Geraint 

with something more 

competent. Like a monkey. 

Toby Taylor, Norfolk 

What would be the point 

of replacing a monkey 

with a monkey? Ed 

I should imagine the Xbox 

controller would make guite 

an effective caber. (Me 

being Scottish and all.) 

Alex Dunning, via email 

It's an idea. Ed 

Answer me this: how stupid 

do you think we are? 

Adrian Martin, via email 



Finished reading ish 
f *reat Wa , 5tu ™ 
Nintendo roc-Ks - 
r '°t seen my j oks 
^ouah torn « 
malaia.i bob 



'Mysterious' 

So, I was reading your mag and 
saw that, in your list of 
contributors, there was someone 
called 'The Mysterious Z'. Who is this Z? 
And why is he so mysterious? 
Thomas Phipps, via email 



Mwa. Mwahaha. MWAHAHAHA! Hope that helps. Ed 

'German soap' 

I was sitting in German class at school the other day 
watching a German soap series called 'Susanne', when I 
was shocked to see a copy of your magazine - issue 25, 



I think - 

just lying 

around in 

the 

background. 

Adhnan Chaudhry, 

via email 

Great stuff. We managed to dig 
out the proof too. Ed 



TEXT US! 

Send your message to 86188 

starting with ngc_. We'll even send 

you a message back. Nicely!* 

EMAIL US! 

Same goes for the old mail. Get us 
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ay used in othef 
s, including 




'Right direction' 

I recall Tuying my N64 and Mario 64 with fondness, not 
least because it was such a revolution - the first proper 
3D platformer and one of the best games ever. On 
buying my Gamecube, I expected more of the same, 
but I have to admit I've been disappointed so far: 
Smash Bros, Wave Race and Rogue Leader are all good 
games, but they don't really offer anything new or 
groundbreaking. I would say the only truly original title 
on Gamecube is Monkey Ball. Even Mario Sunshine isn't 
totally original. To me, the main difference is that he 
now carries a backpack. Shouldn't we expect more? 
Joe Taylor, Bristol 

Point taken, but while Monkey Ball is a quirky idea, 
it's still essentially a jazzed-up version of Marble 
Madness, an 18-year-old arcade game. Fact is, 
there's not many original ideas left - even Nintendo 
struggled with Mario Sunshine, a sublime game, but 
similar to its predecessor. The question is whether 
this actually matters: if the game's quality is high, 
will a lack of originality stop you buying it? Ed 

'Load of junk' 

If I had a development kit, I would make the best game 
in the world. Better than Sonic Sonicls a load of junk 
and I am capable of making the very best game ever. 
Jacob Cannon, via email 

Great point, well made. Ed 



HONOURABLE 
MENTIONS 

Thanks to everyone else 
who wrote, emailed and 
texted us this month. 



You included: M Kenny, via email; 
Jamie Wright, via email; Matthew 
Lias, via email; Gareth Jones, via 
email; Kev Mitchell, Preston; Michael 
Kalinski, via email; Noah Rules, via 



email; Jamie Jannaway. via email: 
Lee Machin, via email; Terry, via text; 
Ant, via text: Julian Birch, via email; 
Toby Bishop, via email; Sytze 
Veenstra. via email; Gareth Clarke. 



via email; C-Dude, via email; Jesse 
Bescoby, Brighton; Marnix Mulder. 
Holland; Tom Boorman, Enh'eld; 
Ramon Diez-Canedo, via email; Ben 
Winstanley, Sale; Michael Coombes, 



via email; Max 'Crok' Peake, via 
email; Mark Wiles, Lincolnshire; 
Jonathan Brain, Caerphilly; Michael 
Rumsby, via email; Baen 1990, via 
email; DolFin, via email; DJ Stivayou, 



SB NGC ISSUE 71 




'Stars' reading NGC, German soaps, and a prisoner writes 



'Really mean' 

Why do you try to make all Gamecube-only titles seem 
so fresh, innovative and exciting, and conversions - 
especially PS2 conversions - seem like a waste of time? 
In your Simpsons Road Rage review in NGC/68, you 
said, "the graphics are straight out of the PS2 textbook" 
while Spy Hunter looks "ropey at best... like a PS2 
game". Okay, so some PS2 games have poor visuals, 
but games like Final Fantasy X and Devil May Cry are 
exceptional. And, in your score bars, what does Mastery 
really mean? Are you saying that a game will score 
lower if it's already available on another format? 
Mark Rawle, via email 

No. What we're saying is this: why should we have 
to put up with games such as Road Rage that are 
simply ported across, without any attempt to add 
new features, or make use of the Cube's graphical 
superiority? Mastery reflects this - we are marking 
a game on mastery of the hardware. Games like 
Road Rage and Spy Hunter make no attempt to use 
what is on offer from Nintendo. It's not an agenda 
against PS2 ports -Tony Hawk's, Burnout ondSSX 
all scored over 86 - it's an agenda against rubbish 
PS2 ports. Simple as that. Ed 




Bonus 
Letters 

Ask anyone: I bet I'm right. 

Panku Kaluba, via email 

We asked anyone. You 

were wrong. Ed 

I convinced my mate to buy 

a Gamecube. I reckon that 

means Nintendo owe me. 

Steven Riley, via email 

'Course it does. Ed 

I have a brother and a 

father and a mother and a 

Gamecube. 

Temujin Doran, via email 

Sounds great. Ed 

I don't care what anybody 

else says: Luigi is stuffed in 

that backpack of Mario's. 

Petri Kataja. via email 

Well, it's a theory. Ed 

I'm not much of a letter 

writer, so I'll let you get on 

with your work. 

Andrew Brown. Sunderland 

Cheers. Ed 

I hope I'm right or I'll feel 

like a right old salad. 

Darrell Hayward. via email 

Salad. Unusual. Ed 



A Road Rage: crud whichever way you look at it. 

'Only female' 

You made a mistake in NBC/68 by claiming that 
Carrie Fisher was the only female in the entire Star 
Wars trilogy. (Apart from Aunt Beru.) I think you'll find 
that in Return of the Jedi, the Rebel Alliance leader is a 
woman by the name of Mon Mothma. 
Steve Robertson, via email 

Sure you don't mean Man Mothma? Ed 

'Further inspection' 

What an interesting discovery I made on stumbling 
across a site called firebox.com. It seems they were 
selling a retro-game handset device called Mega 
Joy II, which you can plug straight into the 
back of your television. . . on further 
inspection, it also transpired that this 
'machine' is shaped exactly like an N64 pad 
But only two of the built-in games were 
Nintendo titles: Donkey Kong and Ice 
Climber. Lawyers! 
Thomas Brookes, via email 

They're great, aren't they? 
Hundreds of games on them, 
and it's only afterwards that 
you find out about SO of them 
are individual levels from the 
same game. What a load of 
stinking rubbish. Ed 



why have Hon, 
shared iss and mm 
"worse than the r,S4 

SF-eit other 
PiKmin 

clas 



>'0U J 

otehr< 
is 




A Re-live the final with Famous strikers like, er, Rivasko. A Superman. Seek it out for Lex Luthor's Solve My Maze. 



'With Ireland' 

Am I the only person in the world who thinks the 
gameplay in /S52is dire? I've played all three difficulty 
modes, single-player and multiplayer and, although it 
looks fairly nice, the controls are awful: players are 
unresponsive, they have huge turning circles, they 
move incredibly slowly and the power meter is a 
failure. It's also not difficult enough - I won the World 
Cup on Hard with Ireland on only my second attempt. 
Marc Graham, via email 




It's not the best ISS game ever made, but it's still 
the best footie game on the Cube. (Not hard when 
the other's FIFA.,) We like it, but we take your point 
about the turning circles and unresponsiveness. Ed 

'From prison' 

As you might be able to tell from the address at the top 
of my letter, I'm writing to you From PRISON! I reckon I 
must be the first EVER prisoner to write to NBC. 
Here's how: I got into a petty fight outside a 
nightclub. No serious harm was caused to the 
'victims' but I still got 18 months. Still, the fact that 
I I'm the first prisoner to appear in Mailbox is an 
f achievement. An achievement that, I believe, is 
' worthy of a prize. Like a Gamecube. If you send it to 
me, I'll be your office protection. Forever. 
Adam Sawyer, HC4S48, Howard Wing, HM Young 
Offenders Institute, Nuffield, Henley on Thames 

Kittsy already provides a reliable protection service. 
However, one thing that might be worth pointing 
out is that Geraint and Dan reckon you have - and I 
quote - "girl's handwriting". I'm thinking maybe 
you could all 'meet up' after you get out. Ed 

'McCloud's gun' 

s In response to Sami Koivunen's letter in NBC/68 
f t about Fox McCloud's gun appearing to be a Beretta, 

'm sure it's actually a Glock 17L. Worth mentioning. 

Nick Thomas, via email 

Definitely. (Cries.) Ed 

'My prize' 

Lex Luthor's Solve My Maze is clearly a reference to the 
staggeringly inept N64 game, Superman 64, from Titus. 
So, where's my prize for being the first person to notice 
it? (Don't reply and I'll phone you. I swear it.) 
Brandy The Yellow Dog, via email 



Ed 



Holland; Anne Kitching, Derby; 
Cabbage 2001, via email; Daniel 
Perren, via email; Tom j Woody, 
Gillingham; Anders Lundstedt, via 
email; James Kelly; via email; Barry 



Larter, via email; Chris Wacco, 
Dunstable; Lucy, via text; Stuart 
Masterton, Milton Keynes; Gary 
Cocker. Dundee; Craig Clements, 
Southend-on-Sea. 



A We gave ours to Jud - 
one of the games 'involves 
tanks', apparently. . . 



We don't make 
mistakes. ('Don't' 
meaning 'do'...) 

I was reading your preview of 
1080*: White Storm in issue 69, 
and noticed that you said Rob 
Hawyood was British. Wrong. 
Hawyood's from America. Tsch. 
Rupert Allison, via email 

British and American - what's 
the difference? They both speak 
English. Next you'll be telling 
me French and Spanish aren't 
the same language. Ed 



2S?S/S 



. 



On page 119 of NBC/68, you 
state that Kamek was rejected 
from Mario Kart 64 in favour of 
Wario, and yet it clearly shows in 
the pre-production screenshot 
you featured that Kamek is in 
second while Wario is in fifth. 
Alun McRae, via email 

Yes. That was the answer you 
were after, right? Id 



SEPTEMBER 2002 NSC 37 




Did you know that Geraint is moonlighting 
as a cameraman? No? Have a look at the 
credits for Channel 5's The Spider-man 
Story. I'm sure it'll be repeated. 
Michael Holland, via email 

No wonder he doesn't do any work. Ed 

'Engagement' 

While on holiday in New York recently I spotted a pair of 
Nintendo-branded 'walkie-talkies' on sale for $13, which 
I thought would come in really handy for things like. . . 
er, well, just things. However, when I went to purchase 
a pair, my girlfriend reminded me that I was 28 and 
should be shopping for engagement rings. 
Nicolas Blaza, via email 

You weren't missing much to be honest. We got a 
pair of these in the office. Total rubbish, they are. 
The only way you can hear anything is if the other 
person is standing in the same room as you. In the 
same room as you and right in front of your face. Ed 



'Nice people' 

Twycross in Leicestershire, is it? 
Have this! Solid proof that Rare is, in 
actual fact, in Warwickshire because 
- get this - I have a letter from the 
nice people at Rare. 
Lawrence Craddock, Portsmouth 



dont 

Keep 



make sure rare 
*° fnultj Pete « 

««»« 4 the book 

m '' name on 'the 

list' chris 



agree more. So, why does Nintendo's 'high-end' RGB 
Cable NOT offer connectivity to the external 

surround-sound amplifier you so strongly 

advocate? Because of this oversight, the 
fet choice you're left with is rubbish: you 
j^. either go with composite leads which 
can be rigged up to your amp no 
problem but provide awful picture 
quality, or you can opt for Nintendo's 
RGB cable which offers gobsmacking 
picture quality but rubbish sound 
through the TV's tinny speakers. 
Craig Marcellus, via email 



Solid proof indeed. Solid proof, that is, that 
Atherstone is the nearest postal sorting office. Ed 

'Is rubbish' 

In the Your New Gamecube feature at the back-end of 
NGC/68, you stated that the Gamecube's utilisation of 
Dolby Pro Logic II surround sound allows you "to hear 
Gamecube games as they should be heard". Couldn't 









ions that bug you like a 


^2^1 ^ri 


- 1 1 MP T 


ftjli? The quest 


dU 1 1 


.LL IVICi 1 


1 hi ■ ■ ■ mosquito, answered efficiently. 


1. Will there be a Pikmin sequel? 


Still end of the year, as far as we 


a Namco gun game on the Cube at 


with my PAL Gamecube? 


2. What news oF Golden Sun 27 


know. Don 't be surprised if it slips 


any point in the near Future? 


2. What's the 'skinny' on when 


3. Last one: was there any news of 


into next year, though - EA don't 


David Nightingale, via email 


Komeo is coming out? 


a Banjo-Kazooie sequel at E3? 


exactly hurry their conversions. 




Edward Evans, London 


Michael Fenton, via email 




It's not out of the question now 






1. Whatever happened to Wild Metal 


that Namco are on board with 


1. Indeed it will. (And it'll cost you 


1. Yes. NGC spoke to a number 


Country, the DMA game that looked 


the Starfox sequel. Having said 


fifty quid for the pleasure.) 


of sources at E3 that confirmed 


pretty good back in NEC/18? 


that, we wouldn't expect any 


2. Cood question. And one which 


it's one of Nintendo's next 


2. What's the likelihood of a sequel 


news on it - if it comes - any 


no one apart from Rare know. It's 


projects. Remember we said they 


to Snowboard Kids, then? 


time soon. They've got stacks on 


a good bet that it's still poo t ling 


were wanting to spend more 


David Tooth, Sheffield 


their plates already, including the 


along development-wise, but 


time creating newer franchises? 




brilliant Soul Calibur 2. 


we'd be aiming our eyes towards 


Here's your evidence. 


1. Cone and forgotten. To be 




the arse-end of 2003 as far as 


2. It's out in japan now - bank on 


honest, while it looked nice, it 


What's the latest UK release date 


release dates go. If it actually 


seeing it here at Christmas. 


wasn't that great to play. 


For Mario Sunshine over here? 


ends up being a Gamecube game. 


3. Nope. It all depends on what 


2. Not great. Shame, really, we 


Danielle Bell, via email 




the future holds for Rare. If they 


were big fans of it too. (Especially 




When's Conker's Bad Fur Day 2 


stay put, then we'll probably see 


the dustbin lid weaponry.) 


27th September, according to 


coming to the Gamecube? 


it. If they go, then we'll probably, 




Nintendo's ever-changing release 


Jonathan Challinor, Stafford 


er, see it. It'll happen, anyway. 


Two of my favourite games on the 


schedule. Bizarrely, it's probably 






original PlayStation were Time Crisis 


going to come out on the same 


Not for a good while. Kameo and 


Any more news on when Medal of 


and Point Blank. As you're probably 


day as Eternal Darkness. Why? 


DKR are the next ones on the 


Honoris coming out? 


aware, they both required the 




production line, but there's even 


Alex Godfrey, Stockport 


Namco Light Gun. So, any chance of 


1. Will an American Wavebird work 


doubt over them. Sorry. 



Kittsy, NBC's wild-eyed technical guru, 
reckons thus: "Have a look around the 
back of your telly and you should find a couple 
of audio-out phono sockets (they look just like 
audio-ins, which doesn't help). Use those to connect 
to your amp and you'll have surround sound and a 
decent picture. Failing that, get an adaptor to split 
the audio signal from the Scart lead (check the small 
ads in home cinema mags), or buy a better TV." Ed 

'Tomato sauce' 

In my otherwise tedious maths exam recently, this 
question cropped up: if Mario makes one-and-a-half 
litres oF tomato sauce from five tomatoes, how much 
sauce can he make from 15 tomatoes? I wonder. 
Jonathan Barron, Nottingham 

For. . . thir. . . It's a trick question, right? Ed 



'Grenade' 

A brief word of advice: do 
not buy the 4Gamers 8Mb 
Memory Card. It must rank 
as one of the most 
unreliable storage devices 
in the world. It deleted all 
my Monkey Ball, Tony 
Hawk's and Luigi's 
Mansion saves and then, 
shortly after, did for my 
Star Wars and Smash 
Bros saves too. I was so 
angry I had no option 
but to stuff it it a 
rabbit hole with a grenade. 
Harry Watts, via email 



Tell us there wasn't a rabbit in the hole. Ed 




Clearly, you can't afford to miss next month, either 



*•! 


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W'~ 


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▲ 



i 



The first UK review of the newest Gamecube 
grappler. Only in NBC. 



W ■ =Mi^J 



The definitive UK review: honest, impartial, bigger, better. Don't miss it. 



? ■ 




■ 



RESERVE-/T 

your copy 

A-NOW! 



Unbelievable new shots - you won't see 
these anywhere else! 



Don't settle for second best. Get 



INDEPENDENT NINTENDO GAMING 



On sale Monday 9th September 






7 




eep pressing the A-button 
through the menus of many 
Nintendo titles and Mario's the 
character you'll end up with. 
His reassuringly familiar face 
has beamed from the covers of countless 
game boxes over the years, and for such a 
prolific character he's had a phenomenally 
good ratio of hits to misses. 

Having starred in four titles that were, in 
their day, each acclaimed as the Best Thing 
Ever (Super Mario Bros. Super Mario World. 
Mario 64 and SMB3- the single biggest- 
selling game of all time) Mario is Nintendo. 
The many gaming worlds he has inspired 
are a rich source of memorable characters, 
and even a vague association with Mario is 
the most reliable 'seal of quality' you could 
hope for in a videogame. 

To celebrate his latest gaming triumph 
we've rounded up a selection of the most 
significant moments from his long and 
illustrious career, and some of the many 
faces he encountered (and jumped on) over 
the years. For a humble plumber, Mario 
weaves an intricate web. 




1DDNQC ISSUE 71 







s — !mwTEiuDni:iiiiii M YTnrr 



THE GAME BOY 
CONNECTION 

Mario's handheld adventures 

run from the rather basic 

Super Mario Land (1989) to 

the sumptuous-but-short 

Super Mario Land 2: 6 

Golden Coins (1992> ' ' 

replaced by his chil JI 

forWarioLand:Si 

Land 3 (1994), whi 

successful enough i 

three quickfire sequels of its 

own between 1998 and 2001 




THE HOLY TRINITY 

Super Mario Bros (1985) was the first 
Jatform game of its kind, paving the way f 
housands of inferior imitations The sub 

w i!T<51« ri0 Bros 3 (1988 » and s " 

World (1990) were ample proof tha 
Mario formula could be easily copi 
Nintendo possessed the genius tc 
genuine classics from it. 



a THE SPIN-OFFS 

_Although billed as a true seauel *. n ~ , 



i) was a Mario-flavoured rehash of 
"m"' UCT y3 , m <f Ca " ed D ° kiD °ki Panic. Luigi's 
Mans,on (2001) brought us a new style of 
ile Super Mario RPC 
"000) introduced 

(1999we re further demonstrations of Mario's 
limitless sequel-spawning potential. 



BRAIN TEASERS 



owed by a 
playalikes 



ln ™™?. D ; : Mario (1990). Yoshi (1991) 



SPORTS HERO 

Wacky racing games with weapons and qo-karts 

didr it exist until Super Mario Kart (1991, 
nvented the genre. Mario Kart 64 (1997) was a 
fantastic four-plaver ynd^ ,.,mu Jul // W3S a 



SS? M H ri h ° Co,f (1999 > ■- "STS" 

(2000) hinted that our hero could excel at any 
sport he turned his hand to. 



E THIRD DIMENSION 



only must-play game 



THE NEXT GENERATID 



■-, ..«. ™ u «,yn is iuper Mario Sunshine f200?> ,Z j ?™ 

bv retaining virtually a„ of M no 64s USSSti^t^ 



MONKEY BUSINESS 

that Popularity whitest noTheL' 6 <1 " 6) ^ <" ° ' 
mostly unlovable new !« A d,r T^ " w With 3 hU9e C3St of 
'Four Weddinas 3, r , I Senes (typical e P' s °de title- 

? 1 9 h ^15™"* » fo " owe d. with Diddy Kong 



the series. 



I rounding off 



YOSHI'S ADVENTURES 

Voshi's aSSS^S*' ^ 3WfUl SUPer " *«***, 
Yoshi's Island (1995) aa^ere T 7^ """ Super Mari ° «W- 2- 
Super Mario C„SS b ' T t0 be «*" better *« 
itory (1997) was a less successful follow-uo 





SEPTEMBER 2DD2 NGC 1D1 




102 NSC ISSUE 71 



The Koopalings, Bowser's children - 
which means there must be a Mrs 
Bowser out there somewhere, 
unless he laid their eggs himself, 
and is actually a cross-dressing 
ladykoopa. 




SEPTEMBER 2DD2 NSC 1D3 




WIN TWO CUBE GAMES A 






FOR A YEAR THANKS TO. . . GAME 



I 



T 



WHAT YOU 
NEEDTDDD... 



y, have we got one for you this 

onth. Don't worry, there's no 
dressing up, there's no embarrassing 
yourself; now it's all about your skills 
- AS AN AMATEUR PHOTOGRAPHER! 

Yep, get yourself down the shops, 
grab a roll of film, stick it in your 
camera and - bingo! - you're away. 
What we want you to do this month is 
get yourself out and about and hunt 
down the weirdest/ugliest-looking 
person you can find. YOU HEARD. 
They might have an extraordinary 
mullet; they might have a massive 
nose; they might - in the words of 
Dan - have "eyes like a smashed 
biwerbox". They might be so ugly 
they live in a cave. Whatever it is, we 
want to see them - and we need cold, 
hard, photographic evidence. 

Basically, it works like this: the 
weirder/uglier they look, the better. 
And the weirdest/ugliest of the lot 
gets free Gamecube games for a year. 
Well, the sender of the photo does. 
Not the weird/ugly-looking person. 

Oh, and don't send in photos of 
yourself 'looking' 'ugly'. We'll know. 




Everything you need to know about 
what you could be winning. . . 




o you know how much of a 
saving you would make if you 
didn't have to buy games for 
a year? In fact, scratch that: 
do you know how much of a 
saving you would make if you didn't have to 
buy games for a year and on average, you 
normally purchased two games a month? 
Well, we'll tell you: a lot. 
So, how do you fancy not paying for a 
single Gamecube game For the next 
year, and still find yourself the 
lucky recipient of two games 
every month of the year For 
the next year! Ah, you'd 
have to be a fool not to. 
Yep, thanks to our 
mates at high- 




street games retailer GAME, we're giving 
you the opportunity to furnish your living 
room with 24 new Gamecube games over 
the next 365 days. Imagine it: Mario 
Sunshine; Metroid; Jurok Eternal Darkness; 
Timesplitters 2: who knows, maybe even 
Zelda - you could have them all for FREE. 
But, as per usual, this isn't just a giveaway. 
You must know by now that you have to 
work to win with NBC's compos. . . 

So, cast your eye up to the left here to 
have a look at what you need to do, and 
then slide your eyes back down here to the 
all-important address below. Good luck. 

SEND YOUR SUPERCALA... UEH 
ENTRIES INTO THIS ADDRESS: 

look at this old troll!', NBC, 30 Monmouth 
Street, Bath, BA1 2BW. 



THE (YAWN) RULES 



L The dosing date for all entries is Friday 13th September: Ugty Day. 

Z. The competition is open to all UK and Republic of Ireland residents 
except employees of Future Publishing Limited. CAME, any of their 
wholly owned subsidiaries, or parent companies, marketing services 
agencies, handling houses or other companies involved directly with the 
administration of this competition. 

3. All entries must be sent to: look at this old troll!'. NEC. 30 

Monmouth Street. Bath. BA1 2BW. All entries must be sent by prepaid 
post and received by Friday 13th September 2002, irrespective of the 
date of posting. Proof of posting won't be deemed proof of delivery. 

A. Any entry that is incomplete, illegible, late or otherwise does not 
comply with the rules may be deemed invalid, tn the sole discretion of 
the Editor. Or The Dreaditor, as the others call him. 

5. All valid entries will be examined. 




B. The judging will take place on Monday 16th September 2002. The 
winner will be notified by telephone. Please include a phone number. 

7. There is no cash alternative to the competition prize. 

B. The Editor's decision on all matters affecting this competition is final 
and no correspondence will be entered into. 

9. If the prize becomes unavailable for any reason, Future Publishing 
Limited and CAME reserve the right to replace it with another of equal 
value. 

XL The games selected by the winner must be PAL and on general sale 
within GAME stores. 

IL The promoter of this competition is Future Publishing Limited. A big 
thanks to GAME for providing the prize. These rules shall be governed 
by English law. 



^Ct^g 



SM 



asht 



DRIV 



S\ 



After sifting through the 
mountains of entries, the 
results for our compos from 
issues 68 and 69 are... 



WINNER! 



*? 







>/* 



II 



ft? 



■ 



^ 




Vvt 



ts^Me 



««? 









PICTURE PERFECT 
BIG TV Compo 

TV winner Lawrence Craddock, 
Portsmouth 

Copies of ISS Tom Demandt, 
Belgium; Gregory Daramaras, 
Greece; Jonathan Irans, 
If. Cambridgeshire; Chris Hey, 

Southampton; Stephen Thomas, 
Rugby; Paul Dickenson, Lincoln; 
Steven Rodger, Kilmarnock; Jes 
Vaitilingham, Bristol; Adam 
Phillips, Sheffield 



35? THAT'S MY 
FAVOURITE NUMBER 

Star Wars goodies, 
i Acclaim Rubik cubes 



Macleod, Torquay; Janne Kaitila, Finland; Sean Castle, 
Banchory; Aaron McKenzie, Liverpool; Tony Doughty, RuUlip; 



cted, Evesham; M Lacey, Nottinghamshire; Clark Wallace, 
dcen; 'Kain Darkwolf , Belfast; A Fair, Saitash; Susan 
ilton, Kent; Janet Divine, Cardiff; Adam Fell, Selby; Luke 
Halifax; Orrie Dolman, West Midlands; Michael 0" ' 
gton; Albon de Bourgonniere, Hitchin; John Cass, 
trough; Oyvind Stenland Norway; Tony Chandler, 
; Jordan Bradbury, Fordingbridge; Chris King, Ashton- 



• 




ww 



Stevenage; Jodey Millar, Christchurch; James Baker, Didcot; 
Claire Watson, Leicester; Richard Dunn, Surrey; B Stuart, 
Belfast; Andrew Ollerenshaw, Preston 



NGC PAD AS HELL 

Spot our mistake 

--- Answer We had an old-style 

x ^- controller on the cover 

I , \' s Winner Michael Crimshaw, 

,|I? >..-"' 3 Rotherham 




TALK TIME 

Want to find out what it's reo//y like to work in games development? We 
give one of GC's top developers an NGC mobile and stalk them for a day. 




WHD IS... 

DAVID 

DDAK 



David Doak is one 
of Che guys 
heading up Free 
Radical Design, the 
Nottingham-based 
coders behind 
Timesplitters 2. 
Previously, he 
worked at Rare on 
GoldenEye, and also 
appeared in digital 
form as Dr Doak, 
the scientist you 
could shoot right 
through the head 
in the Facility level. 



8.17AM 

Dr Doak! If s NEC here. How's things? 

I've just woken up. I'm in bed listening to the 

Today programme on Radio A. 

Blimey. That's high-brow. Presumably you're 

some kind of egg-brained boffin, then? 

Well, I have a degree and a DPhil in biochemistry 

- neither of which have any direct practical 

application in the world of computer games. 

Still. Sounds posh. 

Yeah. 

And probably makes you a real doctor. 

(Silence) 

Weil, well give you a call back when your 

'surgery' is officially 'open'. Yak, yak. 

(Click) 

DrDoak? 

1Q.22AM 

Hello? 

Morning! 

Ah, hello. I'm just filtering through my emails, 

getting rid of any time wasters, and replying to 

the ones that really need to be replied to. 

Yeah. You don't want any time wasters. 

No. 

Don't expect Rare put up with time wasters, 

do they? They probably shoot them! Ha ha! 

(Silence) 

Er. So, you've got a degree in biochemistry, 

then. How in the name of jiminy did that 

qualify you to work on GoldenEye? 

I also had experience of looking after networks 

of machines, like Silicon Graphics workstations. 

That was my first job at Rare in August 199S - 

looking after their Silicon Graphics workstations. 

Silicon Graphics workstations? They're what 

developers use to render graphics, right? 

That's right 

So, what did you learn? 

That I had a legitimate contribution to make to 

the games industry - not just playing games, 

but actually making them. I also learned that 

even a relatively small team of talented people 

could create a world-beating computer game. 




GoldenEye, you mean? 

Yeah. It just takes passion and dedication. 

1.Q3PM 

Dave - if s your favourite mag! 

I'm munching on a lunchtime cob. 
Sounds painful. Well call you back. 

3.12PM 

Afternoon Dave! What's going on? 

I'm just in the process of checking up on how 

things are going with Timesplitters 2, actually. 

Right. 

As well as our other secret projects. 

Interesting. Anything you'd like to tell us? 

(Silence) 

Obviously not. It must be fantastic being in 

charge of such a creative process? 

It is. It was part of the reason I left Rare. I had 

ambitions beyond making games for Rare, and 

didn't necessarily agree with the way things 

were done there. I wanted to have more control 

over the business side of things and felt that a 

new company could create a better and more 

productive working environment. 

Was it a natural next step after GoldenEye to 

make another first-person shooter? 

We didn't want to fall into the trap of a long 

development cycle on our first project. We 

wanted to re-establish our credentials as people 




who 
make 
games 
rather than 
people who 
have 

started a new 

company and like to talk about 
making games. The first 
Timesplitters was born out of a 
desire to deliver a solid, fast- 
paced multiplayer first-person 
shooter. 

What do you think of the 
Camecube, then? 
On N64 1 was totally in awe of the 
programming side of things and was 
only competent to do some trivial 
coding. The majority of my work on 
GoldenEye was Al scripting, gameplay 
tweaking and level set-up. On 
Gamecube I am even more in awe of 
the programming side of things and 
am not competent to do even trivial 
coding. The majority of my work on 
Timesplitters 2 7s running the company 
and looking after the very talented people who 
are actually creating the game. So, as you can 
see, I'm a bit of a fraud. 

B.58PM 

Ever thought about how many times you've 
been shot through the head in GoldenEye? 

It's not something I often dwell on - although 
hopefully it gets it out of people's systems and 
they won't feel obliged to do it if they meet me. 
Just wondered. 

9.1SPM 

So, what's going on, Dave? 

I'm tucking into my dinner - accompanied, of 

course, by a bottle of wine. 

Of course. Anything planned? 

You know, I might play some videogames. 

Now there's an idea. 




- 



= 7 




A NEW GC GAME! 

Send your solutions to: 

Solve my Maze, NBC, 30 
Monmouth Street, Bath BA12BW 
OR EMAIL: ngc@futurenet.co.uk 



f 






k THE EVOLUTION OF... 

J Mb 

* \*„t*P colourful past of Nintendo's 
"%e unearth the ooioui "» *"~ „ 
glutinous pit* marsnmanow ball. . 

_m* Aim ISKPFOBI 





„.j DREAMLAND 

L S«« " made MS d ^t ° n 
* P I tTrame Boy. With arms that 
the original Game ouy. 

could easily c j <c J 

be mistaken , *w" ^ s-?"^ 

for ears, the > r -\ 

odd-hall, er, J jf>s. N^_^ 

hall went ^--w^ f~\ 

down a ^-^ <f 

storm. 
Special move 

Not content 
with merely 

eating and 

spitting out the frequently 

locals °; Mt °f^ e onhe enemy to help 

bplched m the iaoe 01 ^ 

te6 the starving populatxon of 

Dreamland. Interestmg. 

•sssss-ss?- 

cottons on to the 
fact that, being 
round, he can 
actually roll 
around. Genius. 
Special move 
Kirby could call 
on a flying 
saucer to take 
nim wherever 
„ thP understanding that it 
?obbrntn-b°acfdowntoea rt hten 

seconds later... 

sssrs «ss— ~ 

more 

devastating 
consequences, 
not least for 
the poor 

sphere's colon 

if that fiery 

arrow attack 

was anything 

to goby... 



cheeks sSSS»«' «' a 

array of "»f2SSwed magic wand. 
Sg hke a tuneless idiot. 




INSANITY 



3KD3BY 





852SSS5R-1- 

what game it was, *""* moreQl ble 

out into i^^gMHp^H 

gangland-style 

violence. He 
was capable of 
back-breakers, 

German 

suplexes, 

lariats and a 

really nasty 

body slam. 



ssarssssa-, 
sssasasSBt 

6KIBBTSNOKIBBA 
KD^^SSeryone ignored his 

thought he 

could pull the 

wool over our 

eyes by doing 

It again, but 
all arty and 
pastel-shaded 
in this Japan- 
only stinker. 
Special move 
Klrby packs 

£S*« - df ^b?mbrfor W good^' 






8^^ELEE 

T....»nw Pink, roun< 




O^^d and deadly. 
Appearance Pink ^o Nlntend0 

^-b^afby^TlSg his opponents 
and spitting them out. 
SnedLmove Inducing the rage of 

lock ove?and over and over and 
over and... AARGGHH! 



■WSiMSSSo scowl. A lot. 

which gives mm nothing he 

Specialmove ™^™ t m0 nsters, 

can't do now. Batthng | wMl the 

wielding a sword, b f^ n ^ flam es out of 
su per-deformed and^hooting fl ^ ^ 

r £ffi£ ss-s ciear sr ole 

fanU"able hi under ten seconds. 




ETERNAL DARKNESS 

Swords made oF 
speaking snakes 

After you'd killed a certain foe 
the sword would rear up and 
talk to you in an Irish accent. 

' Celebrity bosses 

You start off Fighting 
grotesque creatures of 
the night - then they 'become' 
celebrities like William Shatner. 

Insane historical 
inaccuracy 

During the 17th Century Rhode 
Island sections, cars and lorries 
would drive past honking horns. 

Mario section 

Halfway through the 
game, ED would become 
Mario 64. You would then have 
to play the whole of Mario 64. 

Song weirdness 

In the French levels, 
15th century monk 
Paul Luther started whistling 
New Kids on the Block songs. 

Cambodia became 
Sesame Street 

Unbelievable section where Big 
Bird leapt out and ran amok with 
a knife-wielding Snuffleupagus. 

Mosquito bites 

Interactive First as real 

malaria-carrying 
mosquitoes were released From 
the Gamecube's grilles. 

Women made oF 
paper Fingers 

Inexplicably odd event that 
occured in Cambodia. Your 
sword turned into a red Crayola. 

UK localisation 

UK version was to have 
exclusive last level with 
players chopping Pauline Quirk 
on the Birds oF a Feather set. 

Sampled speech 

On the opening level, 
when the skeletons 
came up to you, they would 
say, "Mornin', mornin', WAH!" 



SEPTEMBER 2DD2 NSC 1D7 



GAMING 
PLANET 



ourgu.de to the Nintendo world's most 



exotic games 



I AM 



■r-w'~i nTOT \ _ 



** /« 



*)*? 



/mt 



FACTS FOR 
THE TRAVELLER 



GETTING THERE UK residents are 

advised to take the plunge and go 
Japanese s 

LANGUAGE Japanese 

ELECTRICITY 3V DC power 
supply (2 X1.5VAA cells) 
POPULATION Largely 
entertainment and educational 

experts hailing from the Taito 
district of Tokyo 

DEVELOPMENT Tarn Inc. 
HEALTH RISKS Vertigo 

The high-flying 
busman's holiday 
destination. 

HISTORY 

Very much the home of the work-hard 
play-harder ethos for successful modern 
living, Japan has long been the premier 




AIM AIR Traffic 
CONTROLLER 

(BOKUWA KOUKU KANSEIKAN) 




g*?**?* 



- 






getaway for business executives who 
struggle to switch off completely during 
vacations. But while busman's holidays 
focusing on simulated rail- and city- 
planning exercises have always been 
popular with overseas visitors, domestic 
suib are continually drawn to the resort 
of Boku wa Kouku Kanseikan (translated 
as 'I Am An Air Traffic Controller* 

Administered with the assistance of 
four fully-functioning airports - Chitose 
Nagoya, Kansai and the globally 

renowned Tokyo International - patrons 
are given the opportunity to take 
command of a traffic controller's shift 
aiming to ensure the safe landing of the 

^^ wh ! le t e ^nginconvefsatio n 
with the pilots. Because of the at-times 
frantic and stress-filled nature of thV 




task, sessions are booked on an 
individual basis, and often last only as 
long as thirty minutes. 
Due to recent sensitive terrorist 

retct t rh n t theUnitedStateS ' aswel ^ 
the fact that no-one in the West wants 

rf/ n /' r ^controller, rt is likely 

that trade embargoes will prevent a 

franchise ever being established outside 

ot Japan, unless popular Western 

opinion changes dramatically. 

EVENTS 

Traditionally, it is those who have a 
penchant for time management, multi- 
tasking and other organisational skills 
who have been attracted to the task of 
guiding aeroplanes down to land safely 



However, beginners are equally 
welcome, and the locals are more than 

wilng to take the time out from their 
daily routine to inaugurate newcomers 
in the complexities of their local tourist 
attraction. Indeed, it is actually frowned 
upon for Westerners to exhibit the* 
usual arrogance and turn down the 
chance to learn the ropes 

I R ^ VE , L 7' Pfvera Mend 'y bunch, the 
local piloting fraternity are always 

happy to engage in conversation with 

their temporary tower controllers 

However, patrons should be warned 

Matonce initiated, such conversations 

must be carried through to completion - 

a commitment which may cause a fatal 

loss of Erection to other planes 



Essential travelling advice for brave importers 




y-AHKF f^FUn; 




ATTRACTIONS 

A major recent development has seen 
customisation taken to the extreme with 
the inclusion of the facility for patron* to 
design and preside over their own 
airport. Colloquially termed a 'Level 

to heV h iS w° Pti0nal 6Xtra is fet proving 
to be a big draw with the younger more 
creative crowd. However/as a sffeg™ d 
against reckless consequences, all those 
who sign up will need to prove their 
responsibility by adequately passing two 
second-tier levels first g 

For those who prefer more aesthetic 
pleasures an introductory handbook 

featuring digitised pictures of various 
planes has proved to be a particularly 
popular draw. y 

CULTURE 

The resort may attract many affluent 
tourists :but the I Am An Air Traffic 

ouTs £ f ? nCe , Pt haS failed t0 catch °" 
oute.de rts homeland. This may be due 

to the more disposable nature of much 

JET en t tertainment - However, those 
that do visit seem to appreciate their 

host's hospitality and are only too glad 
tocomebackat a( aterdate(thank g sin 
part, to a comprehensive save facility). 

ACTIVITIES 

•Recently, there has been a trend 



among younger visitors to deliberately 
force two or more aircraft to collide 
head-on. Many suggest that this is a 
response to the alienation and sense of 
anonymity they feel in large cityscapes 
al hough the reckless actions pSfy ' 

^^"^P^'^^dertones. * 

• With ten different aircraft to direct 
from military planes to Concorde ' 
overseas visitors often take to keeping a 
log book of how many they have § 

of M e f U !i Y ' anded (much in the manner 
of Nintendo attraction Pokemon) 

• Conversation with the local pilots is 
not fundamental to enjoying the 

6 u P ,t ri , enC( 7 but jt is looked °n positively 
•While still effectively a leisure * 

destination, visitors are urged to act in a 
practical manner when detling with 
multiple planes and numerous landing 

routes. Failure to do so may anger the 
natives, whose response may tJn a 

visitors perception of the place. 

FURTHER READING 

•Wth I Am An Air Traffic Controller still 

^V^r* ° Utside of te native 
Japan by the Gamecube Cross- 

Kr* T0Un ' St B ° ard ' inf °™ation is 
hmited to a few overseas hobbyists See 

http://www.cheatcc.com/gba/sg/air 
traffic^controller.txtforanfxcefn? 
overview of what's in store for you 



LOCAL CUSTOMS 



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1- Time. Japan holds 
high the virtue of 
punctuality, so it 
is recommended 
that travellers do 
their utmost to 
land aircraft as 
quickly and 
efficiently as 
possible. Failure 
to do so will 
anger the pilots, 
as symbolised by 
the colour red. 



2. Foresight. The 
typically myopic 
Western state of 
mind is not 
tolerated at this 
destination, and 
great foresight in 
the planning 
stages is required 
to make full use 
of all runways 
when multiple 
planes are in the 
vicinity. 



3. Wind. As the 

most pronounced 
of the elements, 
wind has a mystic 
significance to 
' superstitious 



pilots. Most will 
refuse to land if 
you direct them 
into a high wind, 
such is their fear 



of its 



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With such a huge range of 
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an extra life. 



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